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Robo-Ky
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
Colors
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P
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K
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S
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H
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D
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Start
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Normal
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SP
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Overview
Strengths and Weaknesses
Strengths |
Weaknesses
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- 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
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- 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
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Normal Moves
5P
All around amazing normal.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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25
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Mid
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SR
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6
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4
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4
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+6
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+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.
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5K
Go to normal for pestering!
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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16
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Low
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CSJR
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5
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7
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7
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-4
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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.
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c.S
Multipurpose normal.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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30
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Mid
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SJR
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7
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2
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18
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-3
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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.
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f.S
Arms extend for a far poke.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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38
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Mid
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SR
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9
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5
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19
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-7
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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.
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5H
Clutch Normal!
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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52
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Mid
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RF
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4
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7
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29
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-17
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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.
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6P
Gun Arm.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Mid
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-
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11
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2
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36
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-4
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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)
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6H
Steam.
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Level 1
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12
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All
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-
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15
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12
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9
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-6
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Level 2
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30
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All
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-
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16
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15
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3
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+6
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Level 3
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50
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All
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-
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16
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12
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13
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+2
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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.
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5D
Great Dust!
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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15
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High
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R
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22
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4
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25
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-12
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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!
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2P
Good poke for smaller characters.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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18
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Mid
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SR
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6
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4
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5
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+3
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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.
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2K
Combo starter and evasion-based normal.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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12
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L
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R
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7
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11
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9
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-8
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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.
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2S
Pew-Pew Eye Lasers!
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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34
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L
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R
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10
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3
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20
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-9
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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.
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2H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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50
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Mid
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F
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14
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-
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Total 51
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-7
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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!
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j.P
Surprisingly good air-to-air normal.
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j.S
Your combo starter versus grounded opponents.
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j.H
Alternative to j.D for ending air combos.
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j.D
Air combo ender when close.
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Universal Mechanics
Special Moves
Delayed Wakeup knocked down > P+K
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Don't Get Coc-KY! 236S
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Level 1
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10*3
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All
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-
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24
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4*3
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Total 57
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+22
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Level 2
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14*4
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All
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-
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24
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4*4
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Total 57
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+38
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Level 3
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18*5
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All
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-
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24
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4*5
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Total 57
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+54
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Use this to keep your enemies in blockstun, works from knockdown, too.
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Overdrives
What's Useless Will Always Be So 236236S, SSS...
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Instant Kill
13 Luck-KY 236236H
Send out the mini-robo-army!
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Navigation
GGReload/Robo-Ky/Data
To edit frame data, edit values in GGReload/Robo-Ky/Data. Be sure to update both the move
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