GGACR/Robo-Ky

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Robo-Ky
GGAC Robo-Ky Portrait.png

Defense Modifier: x 0.89
Guts Rating: 0
Stun Resistance: 80
Prejump: 5
Backdash Time: 14
Backdash Invincibility: 1-10
Wakeup (Face Up/Down): 51 / 49

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
Colors
normal P normal K normal S normal H normal D
Robo normal p.png
Robo normal k.png
Robo normal s.png
Robo normal h.png
Robo normal d.png
ex P ex K ex S ex H ex D
Robo ex p.png
Robo ex k.png
Robo ex s.png
Robo ex h.png
Robo ex d.png
slash P slash K slash S slash H slash D
Robo slash p.png
Robo slash k.png
Robo slash s.png
Robo slash h.png
Robo slash d.png
reload P reload K reload S reload H reload D
Robo reload p.png
Robo reload k.png
Robo reload s.png
Robo reload h.png
Robo reload d.png

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.

Playstyle
[ Info Needed ]
Pros Cons

[ Info Needed ]

[ Info Needed ]


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



Normal Moves

5P
GGAC RoboKy 5P.png
ZA HANDO
GGXXACPR Robo-Ky 5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid SR 6 4 3 +7

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.

5K
GGAC RoboKy 5K.png
Pestering Standing Low
GGXXACPR Robo-Ky 5K-1-Hitbox.png

Frames 5-6

GGXXACPR Robo-Ky 5K-2-Hitbox.png

Frames 7-9

GGXXACPR Robo-Ky 5K-3-Hitbox.png

Frames 10-11

Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Low CSJR 5 7 7 -4

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%.

c.S
GGAC RoboKy cS.png
Multipurpose normal.
GGXXACPR Robo-Ky cS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 9 2 18 -3

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.
f.S
GGAC RoboKy fS.png
Arms extend for a far poke.
GGXXACPR Robo-Ky fS-1-Hitbox.png

Frames 10-11

GGXXACPR Robo-Ky fS-2-Hitbox.png

Frames 12-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Mid SR 10 5 20 -8

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.

5H
GGAC RoboKy 5H.png
The Clutchest
GGXXACPR Robo-Ky 5H-1-Hitbox.png

Frames 5-7

GGXXACPR Robo-Ky 5H-2-Hitbox.png

Frames 8-11

Damage Guard Cancel Startup Active Recovery Frame Adv.
41 Mid RF 5 7 29 -17

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).

6P
GGAC RoboKy 6P.png
Robo Ky doesn't eat the shells
GGXXACPR Robo-Ky 6P-Hitbox.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st Hit 30 Mid - 11 2 36 -4

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.

2nd, 3rd Hit 20 Mid PENDING 5 2 36 -4

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).

6H
GGAC RoboKy 6H.png
Steam.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 12 Mid F 13 12 12 -6

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).

Level 2 30 any F 16 14 7 +3
  • 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).

Level 3 50 any F 19 11 17 -1
  • 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).

5D
GGAC RoboKy 5D.png
Great Dust!
GGXXACPR Robo-Ky 5D-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15 H - 24 4 22 -12

No longer impossible to block.

  • 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.


2P
GGAC RoboKy 2P.png
Good poke for smaller characters
GGXXACPR Robo-Ky 2P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Mid SR 6 4 5 +3

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)

Supplementary Frame Data: Initial Prorate 85%.

2K
GGAC RoboKy 2K.png
Combo starter and evasion-based normal
GGXXACPR Robo-Ky 2K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 L R 7 11 9 -8

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).

2S
GGAC RoboKy 2S.png
Pew-Pew Eye Lasers!
GGXXACPR Robo-Ky 2S-1-Hitbox.png

1st Hit (Frames 10-12)

2nd Hit: Level 3
(Frames 13-15) Level 3

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 34 L R 10 3 20 -9

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.

Over 80% Heat 37, 20 Low R 10 3,3 17 +1

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.

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.

2H
GGAC RoboKy 2H.png
"HIDDEN ROCKET!" Anti Air.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 50 Mid F 14 - 51 total -7

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.

Over 80% Heat 50 Mid F 14 - 51 total -7

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.

j.P
GGAC RoboKy jP.png
Surprisingly good air-to-air normal.
GGXXACPR Robo-Ky jP-1-Hitbox.png

Frames 7-10

GGXXACPR Robo-Ky jP-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High, Air SJR 7 8 4 -

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.
j.K
GGAC RoboKy jK.png
Go to normal for Tiger Knee Force Break shenanigans.
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

Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High, Air SJR 7 12 16 -

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.


j.S
GGAC RoboKy jS.png
BANNED
GGXXACPR Robo-Ky jS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 High, Air SJR 9 2 23 -7

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.

j.H
GGAC RoboKy jH.png
Alternative to j.D for ending air combos
GGXXACPR Robo-Ky jH-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High, Air SR 8 3 41 -7

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.

j.D
GGAC RoboKy jD.png
Inspector Gadget
Damage Guard Cancel Startup Active Recovery Frame Adv.
10*12 High, Air SR 8 2*12 12 + 8 landing -

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).


Universal Mechanics

Throw
GGAC RoboKy throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 45 pixels RF - - - -
Air Throw
GGAC RoboKy airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88 pixels - - - - -
Dead Angle Attack
GGAC RoboKy 5H.png
Good DAA to use when their back is to the corner.
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid R 4 7 29 -22

Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.

50% prorate.


Special Moves

Overheat Explosion
Overheatexplosion.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 to self unblockable - 1 until it hits - -
Delayed Getup
knocked down > P+K
GGAC RoboKy DelayedGetup.png
Damage Guard Cancel Startup Active Recovery Frame Adv.

Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.

Gimmic-KY
2D
GGAC RoboKy 2D.png
You'd think he'd run on solar.
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 38 106 24 total -

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
GGAC RoboKy 236S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 10*3 All - 24 4*3 57 total +22
Level 2 14*4 All - 24 4*4 57 total +38
Level 3 18*5 All - 24 4*5 57 total +54

Use this to keep your enemies in blockstun, works from knockdown, too.


Fun-KY
214S
GGAC RoboKy 214S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 30 Mid R 21 12 7 + 4 landing +2
Level 2 40 Mid R 13 19 7 + 6 landing +5
Level 3 50 Mid R 11 24 7 + 3 landing +8
Hun-KY Homerun
623H
GGAC RoboKy 623H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground, Level 1 30 Mid RF 9 3 38 + 8 landing -35
Ground, Level 2 30, 50 Mid RF 3 2 (4) 3 35 + 8 landing -29
Ground, Level 3 16, 50 Mid RF 3 4 (6) 4 29 + 8 landing -22
Air, Level 1 30 All RF 9 3 until landing + 8 -35
Air, Level 2 30, 50 High, Air, all RF 3 2 (4) 3 until landing + 8 -29
Air, Level 3 40, 50 High, Air, all RF 3 4 (6) 4 29 + 8 landing -22
Jun-KY Bargain
j.236S
GGAC RoboKy j236S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 20 all - 11 - 47 total + 14 after landing -
Level 2 60 all - 7 - 31 total + 14 after landing -
Level 3 75 all - 9 - 39 total + 14 after landing -
Spi-KY
Running > P/K/S/H
GGAC RoboKy 66X.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Mid RF 13 9 19 0
S-KY-line
63214K
GGAC RoboKy 63214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
2*N, 50 70 pixels - 7 1 37 -

Command Grab


Force Breaks

Today's S-KY's Beautiful
j.214D
GGAC RoboKy j236D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 67 total -


Overdrives

What's Useless Will Always Be So
236236S, SSS...
GGAC RoboKy 236236S.png
ORA ORA ORA!
GGAC RoboKy 236236S 2.png
Boing!
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Attack
236236S
6*N Mid R 2+2 2*N 9 +6
Headbutt
214S
70 [95] Mid R 7 [3] 3 27 [20] -11 [-4]
Whac-KY Blow
623H
GGAC RoboKy 623H 2.png
SRK.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30, 110 Mid R 13+0 12 (15) 20 26 + 10 after landing -
Ris-KY Lovers
236236P
GGAC RoboKy 236236P.png
Activate!
RoboKyloversexplosion.png
Hopefully you're near them when this happens.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Activate
236236P
- - - 10+12 - - -
Detonation 12*27 Mid - 1 3*27 134 total +118


Instant Kill

13 Luck-KY
236236H
GGAC RoboKy IK1.png
GGAC RoboKy IK2.png
Send out the mini-robo-army!
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal all - 9+9 4 26 -11


Navigation


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System Explanations

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