Robo-Ky |
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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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Normal Moves
5K |
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Hits low. It is -4 upon block so don't end a blockstring with it. 85% prorate. Not half bad for tick throw setup. 5 frame startup helps it stuff certain low moves. Link into 5p on block if you don't have tension for other lockdown tools such as ground missile or horse. Chain into itself to hitconfirm or if you have a reason to (ie kill time during Det Mode). Combo however you want, based on spacing, into 5s for B&B. Spam it to try and get them to stand up, or just generally annoy them. |
c.S |
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It's not very fast but good for stuffing because of its counterhit capabilities. Best move for jumpcancel purposes. Chain into 2p, 5s (far) or ground/air missile,for further lockdown/mixup options. In +R you can now chain into 6p! Combo into 2s for B&B. Combo into Level 3 Horsie for float ~ aircombo. Combo into 5d on counterhit. |
f.S |
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Spamming it will not bring you any closer to the 'Glory Days' of #R. Try to stay at max range with this move while building meter with 2d. Most of the time it's safe to chain into 2d on hit/block. |
5H |
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Really fast normal with 5 frames execution so it's excellent to stuff things. FRC point from frame 5-8. Is -17 on block and -5 or so on hit so FRC is necessary either way. Staple of most aircombos. Ok to use as anti air at a certain angle. Good stagger on counterhit allows you to followup in many ways. Use 5hs FRC in pressure strings to keep opponent pinned. Just remember about tension restrictions, if you FRC you won't be getting much tension for a few seconds. |
6P |
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6H |
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5D |
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Hits high. One of the fastest Dusts in the game. Easy to see so not really abusable after a certain time. Better range than 5s (far) so impossible to punish by many on block at maximum range. Try using a blocked 2hs FRC explosion to camouflage your attempt at sneaking in a 5d! |
2P |
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85% prorate. +3 on block so good for lockdown. Chain into 5s/2k on block or hit for mixup/pressure/B&B. Useful as a meaty versus characters who can duck under your 5p, (Zappa, Faust). Can also be used as a whiff to end pressure strings. Follow up with either 6hs Steam, 6p, or TK Air Missiles. |
2K |
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Hits low. Prorates 85%. Is -8 on block but still ok for tick throw, just don't use all that often. Longest range of all his normals. Goes under quite a few moves and projectiles. (Ky's fireballs for one) Combo into 2s for B&B. Use with Level 2 Steam in corner for pressure and maintaining your Heat level. |
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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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 •
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Frame Data & System Data •
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• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
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