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Combo Notation Guide | Character Name Abbreviations | |||||||||
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NOTE: This page is currently under construction! You can find the combo thread and examples here:
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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combo transcript | where | Net Gain | who | [1] Very Easy | |
combo transcript | where | Net Gain | who | [2] Easy | |
combo transcript | where | Net Gain | who | [3] Medium | |
combo transcript | where | Net Gain | who | [3] Medium | |
combo transcript | where | Net Gain | who | [4] Hard | |
combo transcript | where | Net Gain | who | [5] Very Hard |
Combo List
Standard Combos
Counter-hit Combos
High-Heat Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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c.S/5P > 6H FRC > (5P > 6H) x3 > 63214K | Anywhere | 3-4 blocks | All | Medium | Standard high-heat 6H loop. Doing all 3 reps of 5P > 6H stalls enough time for tension penalty from the FRC to expire, allowing to gain all 5-6 blocks from 63214K |
c.S/2K > 2S > sj.KSH > j.236S/j.623H | Anywhere | -1 Block | All | Easy | 2S launches at high heat, which can be followed up with a super jump for a combo. On heavier characters, a normal jump may suffice. The j.H may have to be omitted to not overheat as the move raises your heat guage significantly. Can be converted into full missile loops in the corner. |
(c.S/f.S > 236S) X2-3 > Combo ender | Anywhere | - 2~3 BLOCKS | All | Easy | NOTE: ONLY WORKS ON CROUCHING OPPONENTS AT 80+ HEAT. At 80+ heat, Robo's non-projectile attacks earn 6 extra frames of hitstun. Added with the additional hitstun on crouching opponents, bazooka can connect after a c.S/f.S when in range. Due to the generous frame advantage of bazooka, you can end the combo in new ways such as Robo DashGuardMidStartup13Recovery19Advantage0 or lv3 6H > command grabGuard70 pixelsStartup7Recovery37Advantage- (if you still have enough heat) to maximize meter gain. (Combo has been tested for lv3 bazooka. May not work on lower levels, needs testing) |
c.S > 2S > 2D > 214S > 2S > 214S > c.S > 214S > 236236S~236S | Corner / Near-corner | -4 blocks | PO, RO | Medium | Requires a minimum of 5 blocks for the combo. Potemkin falls fast enough for a high-heat 2S to link into Lv.3 Joust. The overdrive ender and its follow-up is used to reset your heat level if necessary, and can be omitted to preserve meter. You may utilize the wallbounce of the follow-up to continue into a combo |
Ground String > 236236SSSS...~236S (Wallbounce) > 2K > 2S > 236236SSSS...~236S (Wallbounce) > 2P > c.S > 6P, 2D | Midscreen | -10 blocks | All | Medium | Guts crush combo. Use the 236S follow-ups when you reach the last block of the heat meter to get the wallbounce. The final ground string is optional, and may not work on some lightweights. |
Ground String > (236236SSSS...~236S (Wallbounce) > 2S > 2D) xN | Midscreen | -10 blocks | All | Very Hard | A unique combo that, if done right, can use more than 100% tension. Due to the heat-building of 236236S, You'll have a small amount of time where you get the high-heat version of 2S. The 2S must land both hits in order to place a 2D mat mid-combo. |
j.S (blocked) > dj j.S > j.214D (downwards) > j.H > Ground Combo | Anywhere | -2 blocks | ED, JO, JU, OR, PO, SO | Easy | A fuzzy setup utilizing j.214D (TSIB). TSIB is used to fall faster so that Robo-ky can link into a ground normal. The additional hitstun of high heat state allows j.H to combo after a falling TSIB. Video |
Command Grab Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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63214K > 5k > c.S > 6P , 2D | Anywhere | + 5-6 blocks | BR, KY (Needs testing on other characters) | [2] Easy | A character-specific combo that only works on certain characters (needs more testing). Trying this combo on the wrong character will result in 5k hitting OTG. |
63214K > 5k > (c.S > 214S) x2 > f.S > 214S , 2D | Anywhere | + 2-3 blocks | BR (Needs testing on other characters) | Medium | A character-specific combo that only works on certain characters (needs more testing). Requires a minimum of 3 blocks of tension initially, or else a level 2 214S will result in dropping the combo. Requires a heat level high enough that it does not drop below 80 before the 3rd joust. |
5D Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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5D > j.D (6 hits) > j.D > j.236S/j.623H | Anywhere | - 1 block | All | Medium | If you are closer to the opponent, you can get a few extra hits on the first j.D before you lose the window to cancel into homing jump again. The second j.D can drop easily against some characters if you delay too much. Ending with Missile is usually better since you do all the damage in one hit, plus you do way more stun if it's a Lv. 2 missile, but you may end up out of reach for it, learn the distance. |
5D > FD > j.H > 6P | Anywhere | none | All | Medium | Impossible Dust. Grants a hard knockdown |
Throw Combos
Combo | Position | Works on: | Difficulty | Notes | |
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Throw FRC > c.S > j.Sj.Pj.S > dj j.D > (j.623H) | Anywhere | All | [3] Medium | ||
Throw FRC > c.S >2P >c.S > sj.j.Kj.Sj.Pj.D | Anywhere | MI | [4] Hard | ||
Throw FRC > c.S jump install > 2P > c.S > sj. j.Kj.Sj.Pj.S > dj j.D | Anywhere | MI | [5] Very Hard | ||
Throw FRC > jump j.S > j.236S x2 > dj TK j.236S x3 | Corner | All | Hard | Basic throw into stun combo. Has a chance of, but does not guarantee, an instant stun on characters with 60 stun resistance or less. Requires 7 blocks (no more, no less). You may have to adjust the timing on the j.S so that you are positioned for the second missile to connect. | |
Throw FRC > 66P > (c.S > 6P) x2 , 2D | Corner | All | [2] Easy | Small 6P loop to add damage and raise your heat level. You can go for a meaty 6H after is you wish to lower your heat while earning plus frames. | |
Airthrow > 2P > c.S > j.KS > dj.SH > j.236S/j.623H | Corner | All | Easy | ||
Airthrow > 2P > c.S > 6P | Corner | Most non-lighweights | Easy | ||
Airthrow > 623H | Corner | All | Easy | Better options exist, but can be an easy way to add damage especially with its overdrive variant. | |
Airthrow > 5H FRC > j.S > j.236S x2 > dj TK j.236S x3 | Corner | All | Hard | Missile loop from an airthrow. Mostly same as its grounded counterpart. |
Genkai Install Combos
- Routes to use to combo into or after the 236236P install explosion. Most, if not all, of these combos are universal and work anywhere on screen.
Combo Theory
Robo-ky is a very unique character. While under 50% tension he usually won't be doing much damage, and his special moves will still be a little underwhelming (with the exception of level 2 missiles). Due to this, Robo should focus on getting knockdowns while deploying mat to acquire meter for level 3 specials. Ending your combos with 2S gives you plenty of time to cancel into mat, and leaves the opponent close enough to do the bazooka (236s) oki while staying on top of mat. it's advised to do a micro walk/dash before the bazooka to make sure all the hits connect properly (try not to enter dp range while doing this, it's especially dangerous against both Sol and HOS). In most cases, 2S is the best ender for midscreen combos.
The alternative to the 2S route is ending your combo with 6P, it also has it's pros and cons.
- 6P has longer range than 2S , giving you a knockdown when 2S would whiff, and a whiffed 2S is dangerous.
- It does a little less damage, but doing the followups does much more damage, while raising much more your heat and losing your knockdown.
- It raises your heat, this can be useful to get access to Lv. 2 steam or enter high heat/80 heat mode. Misuse of 6P however, can lead to overheat, dropping a decisive combo, incurring self damage and losing all your momentum, this can mean losing the match.
- It knocks them far away from you, you can't safely approach to deploy mat AND do bazooka oki, unless they were close to the corner already. This can be a good thing if you need breathing room and safely gain meter away from your opponent, though. It's also a good way to send an overclocked Robo-ky to explode far from you.
50% tension and above
With 50% tension, your meter will go blue and you will have access to the best version of your specials (again, exception for level 2 missiles). Robo ky gains a powerful launcher with level 3 horse that can either lead into punch super for easy and unburstable damage, or an air combo with the use of 5h frc for extra launch and untech time. Level 3 horse will also lead to a easy to convert and powerful wallbounce if it counter hits.
From this point onwards, the Robo player must quickly evaluate his tension, heat, the opponent's remaining life and stun to decide the best approach with his combos.
- An opponent with average stun resistance that has taken a few strong hits (especially if you hit a counter hit or level 2 missile) will be susceptible to a stun, if the Robo player can lead into missile loops, even if the combo was scaled with a few hits before.
- An opponent with low life should be dealt the max damage you can dish out to finish the round, no need for lower damage trying to stun.
- If in the current situation you are unable to either stun or kill your opponent, you should try to conserve your meter while dishing out good damage. Like launching them with lvl 3 horse > 5h frc > air combo ending with a single missile. It's not advised to empty all your meter for a combo that will not kill or stun. Returning to level 1 is a terrible idea, even more since Robo-ky doesn't get air knockdowns outside of stuns or counter hits.
75% and 100% tension are the magic numbers. They enable Robo-ky to get missile loops from tk dp and normal throw. This can mean a stun against a character with average stun resistance. This also enables Robo to safely dump meter into punch super combos while still getting back to level 3 before they can get up. 100% tension also allows you to go for double punch super, perfect for finishing an opponent with low life and full burst.
Video Examples