GGReload/Robo-Ky

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Robo-Ky
GGReload Robo-Ky Portrait.jpg

Defense Modifier: x0.89

Guts Rating: 0

Weight: Heavy (x0.95)

Stun Resistance: 80

Jump Startup: 5

Backdash Time: 14 / Invul: 1~10

Wake-Up (Face Up/Down): 34F / 32F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Robo-Ky P.png
GGReload Robo-Ky K.png
GGReload Robo-Ky S.png
GGReload Robo-Ky H.png
GGReload Robo-Ky D.png
GGReload Robo-Ky Start.png
SP
GGReload Robo-Ky P(Sp).png
GGReload Robo-Ky K(Sp).png
GGReload Robo-Ky S(Sp).png
GGReload Robo-Ky H(Sp).png
GGReload Robo-Ky D(Sp).png
GGReload Robo-Ky Start(Sp).png

Overview[edit]

Strengths and Weaknesses[edit]


Strengths Weaknesses
  • Very heavy in terms of weight and high defense, allowing for both durability and being able to recover from a ton of combos
  • Very high damage output at higher power/battery levels, with tons of different solid hit confirms
  • Solid ways to lockdown his opponent, ranging from pressure, zoning and okizeme
  • Can easily throw off okizeme attempts with his knocked down taunt
  • Can build his resource very fast through a number of ways
  • Very meter reliant. Power/battery gain is the slowest resource filling out of all the cast without the use of his special methods
  • Space dependent setups
  • Low battery/power levels offer very little utility for his specials
  • Having high heat may cause an overheat explosion, which can be used to literally self-destruct for a round throw as well as mess-up a number of actions/combos
  • Only average mobility to help with his massive potential
  • Very little in the way of direct mixup. Must often rely on pressure, okizeme, frame traps and tick throws for damage conversions
  • Somewhat of an out-of-the-box character to learn and play



Normal Moves[edit]

[edit]
5P
GGAC RoboKy 5P.png
All around amazing normal.
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid SR 6 4 4 +6

+7 on block. Great as a meaty, whiff, fakeout, burst bait, timing device & lockdown tool.

Is completely insane in 80% Heat Mode, (more on this later).

Link into 5k/2k/2s on block for mixup.

Great move to raise guard gauge.

Combo into 5s/2s for B&B.

Can be ducked by smaller/certain characters, (Zappa, Faust).

Be aware that is is susceptible to Faultless Defense.


[edit]
5K
GGAC RoboKy 5K.png
Go to normal for pestering!
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Low CSJR 5 7 7 -4

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.


[edit]
c.S
GGAC RoboKy cS.png
Multipurpose normal.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 7 2 18 -3

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.


[edit]
f.S
GGAC RoboKy fS.png
Arms extend for a far poke.
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Mid SR 9 5 19 -7

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.


[edit]
5H
GGAC RoboKy 5H.png
Clutch Normal!
Damage Guard Cancel Startup Active Recovery Frame Adv.
52 Mid RF 4 7 29 -17

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.


[edit]
6P
GGAC RoboKy 6P.png
Gun Arm.
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Mid - 11 2 36 -4

Each time you hit p, Robo will fire again, to a max of three times.

After the second hit the opponent has the option to tech.

Try alternating your firing patterns/rate of fire to keep opponent guessing.

Longer range than 5s (far) but longer recovery on whiff so use with caution.

Generates TONS of heat.

It's a projectile and can thus cancel others out.

Upper body invincibility makes it a decent anti air, though it tends to have a pretty large blind spot.

Use in pressure strings & combos in corner to maintain your heat level so you can continually annoy opponent with Level 2 Steam. (Ex: 5hs FRC Stagger, 6p once to knockdown, 2d)


[edit]
6H
GGAC RoboKy 6H.png
Steam.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 12 All - 15 12 9 -6
Level 2 30 All - 16 15 3 +6
Level 3 50 All - 16 12 13 +2

6h Lvl 1:

Useless except for cancelling projectiles if you really must.

Very short amount of stagger on counterhit.

FRC point between frames 10-12.


6h Lvl 2 (pictured on left):

Decent range and +3 on block so it's good for poking, early anti-air, anti ground dash and lockdown.

If opponent is cornered, use in conjunction with blocked 2k or 5p for great pressure. If anything staggers (delayed 5hs FRC), 6p once to knockdown/get Heat and keep it going.

A blocked 2k slide into blocked 6h FRC, is a good setup for his command grab. If you have the same opportunity again, ditch the command grab & substitute a Level 2 Bazooka or well-timed Robo-Dash.

Combo into 2k or 5h if nearby.

Enough stagger on counterhit at stagger Lvl 2 to combo into 5d or command throw.

FRC point between frames 13-14.


6h Lvl 3:

Is -1 on block.

Even more stagger on counterhit so easier to combo into.

FRC point between frames 16-17.


[edit]
5D
GGAC RoboKy 5D.png
Great Dust!
Damage Guard Cancel Startup Active Recovery Frame Adv.
15 High R 22 4 25 -12

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!


[edit]
2P
GGAC RoboKy 2P.png
Good poke for smaller characters.
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Mid SR 6 4 5 +3

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.


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

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.


[edit]
2S
GGAC RoboKy 2S.png
Pew-Pew Eye Lasers!
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 L R 10 3 20 -9

Hits low.

Not a projectile.

Link into 5h frc on block or hit to stuff/continue pressure/B&B.

Doing a 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~2hs (FRC optional).

Cancel on hit into 2d for mat on knockdown and then okizeme.

If opponent is blocking ground bazooka, you can attempt a combo starter with this instead of 2k, as it does not prorate!

In 80%+ Heat Mode this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80%+ Heat mode.

In 80%+ Heat Mode this move 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 5hs FRC or the combo like you normally do in lower heat mode.

As stated earlier, be advised this move will raise your heat, BUT ONLY IN 80%+/Level 3 Heat Mode.


[edit]
2H
GGAC RoboKy 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Mid F 14 - Total 51 -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!

Good for air control and anti air.

FRC point from frames 19-21.

Horrible on whiff so don't.

Not as horrible on block if opponent is grounded.

Counterhit on grounded opponent makes it untechable for a long time and thus easy to followup with an aircombo (all purpose j.k, j.s, jc, dj.k, dj.d). If it is not a counterhit, you can still hit confirm into FRC then superjump kick, superjump dust, missile if applicable. If opponent is hit in the air however, you usually will not be able to follow up.

After a blocked 2k, throw out a 2h every once an awhile. 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!


[edit]
j.P
GGAC RoboKy jP.png
Surprisingly good air-to-air normal.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High/Air CSJR 7 8 4 -


[edit]
j.K
GGAC RoboKy jK.png
Go to normal for Tiger Knee Force Break shenanigans.
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High/Air SJR 7 12 16 -


[edit]
j.S
GGAC RoboKy jS.png
Your combo starter versus grounded opponents.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 High/Air SJR 9 2 23 -


[edit]
j.H
GGAC RoboKy jH.png
Alternative to j.D for ending air combos.
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High/Air R 8 3 37 -


[edit]
j.D
GGAC RoboKy jD.png
Air combo ender when close.
Damage Guard Cancel Startup Active Recovery Frame Adv.
12*12 High/Air SR 10 24 9+8L -


Universal Mechanics[edit]

[edit]
Throw
GGAC RoboKy throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 45 Pixels R - - - -


[edit]
Air Throw
GGAC RoboKy airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -


[edit]
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 All R 4 4 29 -22

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

50% prorate.


Special Moves[edit]

[edit]
Overheat Explosion
Overheatexplosion.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Self 35 - - - - - -


[edit]
Delayed Wakeup
knocked down > P+K
GGAC RoboKy DelayedGetup.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - - -


[edit]
Gimmic-KY
2D
GGAC RoboKy 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 28 111 Total 24 -


[edit]
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 Total 57 +22
Level 2 14*4 All - 24 4*4 Total 57 +38
Level 3 18*5 All - 24 4*5 Total 57 +54

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


[edit]
Fun-KY
214S
GGAC RoboKy 214S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 30 Mid - 21 12 7+4L +2
Level 2 40 Mid - 13 16 7+3L +8
Level 3 50 Mid R 11 24 7+2L +9


[edit]
Hun-KY Homerun
623H
GGAC RoboKy 623H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 30 Mid - 9 3 38+8L -35
Level 2 30,50 Mid - 3 2(4)3 35+8L -29
Level 3 16,50 Mid R 3 4(6)4 29+8L -22


[edit]
Jun-KY Bargain
j.236S
GGAC RoboKy j236S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 20 All - 11 - Total 49+14L -
Level 2 60 All - 7 - Total 33+14L -
Level 3 75 All - 9 - Total 41+14L -


[edit]
Spi-KY
Running > P/K/S/H
GGAC RoboKy 66X.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Mid RF 19 9 19 ±0


[edit]
S-KY-line
63214K
GGAC RoboKy 63214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8*n,35 Throw: 70 Pixels R 7 1 30 -

Command Grab


Overdrives[edit]

[edit]
What's Useless Will Always Be So
236236S, SSS...
GGAC RoboKy 236236S.png
GGAC RoboKy 236236S 2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10*18,50 Mid R 11+5 2*18(6)3 27 -11


[edit]
Whac-KY Blow
623H
GGAC RoboKy 623H 2.png
SRK.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30,110 Mid R 13+0 8(15)20 36+0L -


[edit]
Ris-KY Lovers
236236P
GGAC RoboKy 236236P.png
RoboKyloversexplosion.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Activate - - - 10+12 - - -
Detonation


Instant Kill[edit]

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.
DESTROY All - 9+9 4 26 -11


Navigation[edit]

GGReload/Robo-Ky/Data

Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc

Ambox notice.png To edit frame data, edit values in GGReload/Robo-Ky/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.