https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Masterhacket213&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T12:25:58ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Strategy&diff=255867GGACR/Robo-Ky/Strategy2022-01-22T06:54:12Z<p>Masterhacket213: /* Round Start */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==General Tactics==<br />
<br />
==== Round Start ====<br />
<br />
Robo-ky's specials at level 1 are very, '''very''' bad. Due to this, and also due to his unorthodox normal moves, Robo-ky will be at disadvantage during almost every round start. Certain matchups won't have such difficult start, like against Millia. But with MUs like Axl, you will have an incredible hard time doing anything before getting meter for level 3, even deploying mat is sometimes impossible. Due to this, one of the most crucial aspects to be a good Robo-ky, is your ability to Instant Block.<br />
<br />
Robo-ky benefits much more from IB than the cast, he gains more meter per IB and the gaps created by IB are able to be contested with Robo's level 3 DP or punch super. Thus he may completely reverse the situation against an opponent that is careless with his blockstrings, even if you don't, you can still get level 3 by IB'ing 1-2 blockstrings, gaining access to your powerful arsenal of level 3 tools without risking yourself too much, though your guard gauge might end up almost full against some heavy hitters.<br />
<br />
Having that in mind, there are indeed some things a Robo can try during round start besides retreating to deploy the mat. His 5P is an excellent move, fast and with a very disjointed hitbox, it can stuff long moves like Sol's f.S/H at round start, you can Option Select it with 2D. Try pressing 2D during 5P's active frames, if the 5P connects, it will be cancelled into mat, and you can safely approach due to the opponent taking a counter hit from that. If the 5P doesn't connect, 2D won't come out because it was pressed during a move, so you will be safe. This isn't a fail safe strategy, but it's one of your options. Certain characters round start options also get beaten by Robo's 2P or even 2K, so keep that in mind.<br />
<br />
While it's true that Robo-ky is at his weakest during the start of the round and isn't much of a threat, it doesn't mean that it can't change very fast. j.S and j.H are frightening moves, with powerful counter hits. j.S counter hit gives you a ground bounce, enabling you to hit robo dash and get to level 3 almost immediately, no matter if it hits OTG or in the air. j.H from round start position will probably net you a wallsplat, giving you a free robo dash, with corner, oki and level 3 to boot, taking the match instantly to your favor. Against setplay characters like Venom, or players in general that like to create distance and zone you, you can try to pursue and hit them with Robo dash, it's fully invincible during the second half of the startup up to the last active frame, giving you too free level 3 if they get hit. If you already instilled fear into your opponent with these tools, it can make them hesitate to chase you at round start, allowing you to retreat to deploy mat or even try to pressure them a little to deploy mat from a blockstring. <br />
<br />
6P has a long range and can catch late jumps and moves from certain characters, it will knock them far away from you, while you can safely deploy mat and get meter. Beware that it can get stuffed by faster moves or low profiled by almost all sweeps.<br />
<br />
=== Neutral ===<br />
<br />
So you finally created some distance between you and the opponent. In a sense, neutral isn't much different from round start, suddenly putting a mat can easily be met with a punish, your ground normals mostly have subpar boxes (2k, 2p, 5k) or are too slow to be used liberally (f.s, 2s, lvl 3 6h). An understanding opponent won't fear losing to Robo's normals, while an understanding Robo will aim to let the opponent play "neutral" alone and get meter during a whiff. <br />
<br />
Vs Sol for example, Sol likes to throw 5h in neutral to fish for counter hits, so sometimes letting him whiff and laying a mat instead is better. This way you are pressuring your opponent into taking a risk of removing you from your resource, which might make it simple to intercept them or you can take the opportunity to IB the attack and get even more meter, because of the boost of being under the mat.<br />
<br />
Playing passively like this however, can be dangerous against characters that are constantly setting up resources, like Dizzy and Venom. It's important to consider both players current resources in a situation like this, sometimes Robo might need little meter to finish them off, so rushing them down might be better than waiting around, especially when Dizzy gets such a strong cover with fish.<br />
<br />
It's easy to note how j.s and j.h both display apparently absurd disjointed hitboxes, with powerful counter hits to boot. Being able to properly use them gets increasingly frustrating, however. Both of these moves have extended hurtboxes during startup and it is really noticeable, making it hard to effectively counter hit enemies with them, since Robo will be almost doubling his hurtbox in the process, what would simply whiff against Robo will then ch him, he extended his hurtbox. It's especially important to note j.h vulnerability, it has almost an entire second of recovery and around 30 frames of counter hit state, whiffing this in neutral or trying to air throw is one of the worst possible mistakes and can easily get Robo killed.<br />
<br />
==Blockstrings==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! String<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}}> {{clr|5|2D}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|2P}} > {{clr|3|236S}}<br />
|-<br />
| {{clr|2|2K}} > {{clr|4|6H}} at 50°-80°<br />
|}<br />
<br />
{{clr|1|2P}} can be used as a whiff to end pressure strings. Follow up with either {{clr|4|6H}}, {{clr|1|6P}}, or {{clr|3|j.236S}}.<br />
Ending pressure strings with level 3 {{clr|3|214S}} can catch people off guard.<br />
<br />
== Okizeme ==<br />
<br />
===Setups===<br />
Robo-Ky's most basic Okizeme will begin by comboing into a {{clr|3|2S}} knockdown > {{clr|3|2D}}, then set up a level 2+ {{clr|3|236S}}. Assuming the opponent blocks on wakeup, this gives you plenty of time to run the mixup.<br />
<br />
If you scored the knockdown by less ideal means, such as a {{clr|1|6P}}, here are a few other options:<br />
<br />
Meaty {{clr|1|5P}} into pressure; doesn't work on characters that can duck it like Faust or Zappa; use {{clr|1|2P}} instead here.<br />
<br />
Meaty {{clr|4|6H}} at 50-80 heat into pressure; very advantageous on block, and has no pushback.<br />
<br />
===Mixups===<br />
*While they're blocking a level 2+ {{clr|3|236S}} missile:<br />
**{{clr|1|j.P}} whiff: If opponent is blocking the {{clr|3|236S}}, normal jump toward them and throw out a {{clr|1|j.P}}, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.<br />
**Dash at them, threatening a Robodash or {{clr|2|63214K}}.<br />
**{{clr|5|j.214D}}, threatening an overhead or empty land into {{clr|2|63214K}}.<br />
<br />
*After meaty {{clr|1|5P}}:<br />
Link into {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|2S}}<br />
<br />
==Tips and Tricks==<br />
<br />
A playlist of Nagao's Robo tech. Some of the material in this playlist may be outdated in the most recent version of the game. Note that the Dustloop forum guides do not correctly link to this playlist.<br />
<br /><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
Some common situations against the cast, and how Robo-ky can use his tools against them.<br />
<br><br />
https://www.youtube.com/watch?v=wpTj96DP-HE<br />
<br />
==Fighting Robo-Ky==<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{#lst:GGACR/Navigation}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=254396GGACR/Robo-Ky2022-01-16T05:26:04Z<p>Masterhacket213: /* Overheat Explosion */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Movement limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game. Robo-Ky can sometimes be forced to spend meter on {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.214D}} just to reposition himself.<br />
* '''Defensive Freedom''': The ramifications of Robo-Ky's restricted movement manifest themselves in his defense as well. He can really struggle to jump and move his way out of a bad situation.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Lack of Air Combo Knockdowns''': Although Robo-Ky can score good damage off of air combos, it is rare for them to end with a knockdown, and even rarer for them to leave him in a position to capitalize afterwards.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools for fear of overheating.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
*Overheat sets an unblockable hitbox on top of Robo. In a case where Robo gets knocked down and overheats while downed, he can delay the explosion a little by using a move with invicibility, such as backdash or wakeup dp, delaying for as long as the invul lasts. Against opponents that are aware of Robo's imminent overheat, a wake up lvl 3 dp can steal a round or end up with both players taking a knockdown.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > hold {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky. As long as the delay animation starts, you can stop holding buttons.<br />
<br />
'''Robo can still delay his wakeup as usual if he gets stunned, unless hit OTG'''. This is useful on the rare instances that you get stunned, as you can mash a lot, delay wakeup and start mashing again as soon as the animation starts, allowing robo to escape many Instant Kills, and possibly even avoiding stun combos if the opponent doesn't OTG you.<br />
<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit OTG.<br />
*Use sparingly against characters that can abuse the delay time for setplay (Dizzy, Venom, Faust, Testament etc...)<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.<br />
*Also has an impossible FRC: ''FRC timing 24-25F''<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
*The power up stance has invulnerability from 1-26F, so unaware opponents can end up wasting their burst, if they do it too soon on hit.<br />
*Has a FRC point right before the hit. Questionable utility, since an experienced player will probably evade robo dash completely, instead of blocking the mixup.<br />
'''Supplementary Frame Data:''' ''FRC Timing 9-11F''<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
*Last hit can be RC'ed. Limited usefulness, but great against ABA, since she won't be able to burst the knockdown. Not only will it disable her burst, it will probably give you enough meter to RC > instant kill.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=254395GGACR/Robo-Ky2022-01-16T05:20:22Z<p>Masterhacket213: /* Delayed Getup */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Movement limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game. Robo-Ky can sometimes be forced to spend meter on {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.214D}} just to reposition himself.<br />
* '''Defensive Freedom''': The ramifications of Robo-Ky's restricted movement manifest themselves in his defense as well. He can really struggle to jump and move his way out of a bad situation.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Lack of Air Combo Knockdowns''': Although Robo-Ky can score good damage off of air combos, it is rare for them to end with a knockdown, and even rarer for them to leave him in a position to capitalize afterwards.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools for fear of overheating.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > hold {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky. As long as the delay animation starts, you can stop holding buttons.<br />
<br />
'''Robo can still delay his wakeup as usual if he gets stunned, unless hit OTG'''. This is useful on the rare instances that you get stunned, as you can mash a lot, delay wakeup and start mashing again as soon as the animation starts, allowing robo to escape many Instant Kills, and possibly even avoiding stun combos if the opponent doesn't OTG you.<br />
<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit OTG.<br />
*Use sparingly against characters that can abuse the delay time for setplay (Dizzy, Venom, Faust, Testament etc...)<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.<br />
*Also has an impossible FRC: ''FRC timing 24-25F''<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
*The power up stance has invulnerability from 1-26F, so unaware opponents can end up wasting their burst, if they do it too soon on hit.<br />
*Has a FRC point right before the hit. Questionable utility, since an experienced player will probably evade robo dash completely, instead of blocking the mixup.<br />
'''Supplementary Frame Data:''' ''FRC Timing 9-11F''<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
*Last hit can be RC'ed. Limited usefulness, but great against ABA, since she won't be able to burst the knockdown. Not only will it disable her burst, it will probably give you enough meter to RC > instant kill.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=238073GGACR/Robo-Ky/Combos2021-10-23T19:25:15Z<p>Masterhacket213: /* Throw FRC Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} || Can whiff against ABA<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Anywhere || - 1 block || All || {{clr|2| Easy}} || Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.<br />
|-<br />
| 5K > c.S > 6P , 2D || Anywhere || Net Gain || All || {{clr|2|Easy}} || Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.<br />
|-<br />
| 63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5H/2P , 2D || Anywhere || - 5 blocks || All || {{clr|3|Medium}} || Make sure to not delay too much and hit them OTG. The possible enders will depend on the opponent's character weight. The 236S ender will only wallbounce at around 92-99 heat, visually it's around halfway through the last block on the heat gauge.<br />
|-<br />
| 5K > 5k > c.S > 236236SSSS... > 236S || Anywhere || - 5 blocks || All || {{clr|2|Easy}} || This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.<br />
|-<br />
| 214S > 236236SSSS... > 236S || Anywhere || -6 blocks || All || {{clr|2|Easy}} || Requires level 3. Basic conversion from stray hit level 3 horse.<br />
|-<br />
| TK DP RC/FRC > j.236SxN || Corner || - All meter || All || {{clr|5|Very Hard}} || Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.S > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.H > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2H > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5D > j.D (6 hits) > j.D > j.236S/j.623H || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}} >{{clr|3|j.S}}PS > dj j.D > (j.623H) ||All||{{clr|3|Medium}} ||<br />
|-<br />
|{{clr|3|c.S}} >{{clr|1|2P}} >{{clr|3|c.S}} > sj.KSPD ||MI||{{clr|4|Hard}} ||<br />
|-<br />
|{{clr|3|c.S}} jump install >{{clr|1|2P}} >{{clr|3|c.S}} > sj.KSPS > dj j.D ||MI||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236666GGACR/Robo-Ky2021-10-12T16:31:35Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.<br />
*Also has an impossible FRC: ''FRC timing 24-25F''<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
*The power up stance has invulnerability from 1-26F, so unaware opponents can end up wasting their burst, if they do it too soon on hit.<br />
*Has a FRC point right before the hit. Questionable utility, since an experienced player will probably evade robo dash completely, instead of blocking the mixup.<br />
'''Supplementary Frame Data:''' ''FRC Timing 9-11F''<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
*Last hit can be RC'ed. Limited usefulness, but great against ABA, since she won't be able to burst the knockdown. Not only will it disable her burst, it will probably give you enough meter to RC > instant kill.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236665GGACR/Robo-Ky2021-10-12T16:24:26Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.<br />
*Also has an impossible FRC: ''FRC timing 24-25F''<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
*The power up stance has invulnerability from 1-26F, so unaware opponents can end up wasting their burst, if they do it too soon on hit.<br />
*Has a FRC point right before the hit. Questionable utility, since an experienced player will probably evade robo dash completely, instead of blocking the mixup.<br />
'''Supplementary Frame Data:''' ''FRC Timing 9-11F''<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236664GGACR/Robo-Ky2021-10-12T16:16:07Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.<br />
*Also has an impossible FRC: ''FRC timing 24-25F''<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236663GGACR/Robo-Ky2021-10-12T16:10:46Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236662GGACR/Robo-Ky2021-10-12T16:09:56Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp: ''FRC Timing 24-25F'' <br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
'''Supplementary frame data:''' ''FRC Timing 22-23F''<br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
'''Supplementary frame data:''' ''FRC Timing 23-24F''<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236661GGACR/Robo-Ky2021-10-12T16:03:49Z<p>Masterhacket213: /* */ Adding FRC points on main page</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F'' <br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F'' <br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=236657GGACR/Robo-Ky2021-10-12T15:36:20Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6P (1)" or input="6P (2-3)")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H Heat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Overheat"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Knocked Down > PK"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")<br />
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="66X"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="63214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236S > 214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="super" and input="623H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236236P Explosion"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Matchups&diff=232723GGACR/Robo-Ky/Matchups2021-09-26T16:19:34Z<p>Masterhacket213: /* May */ Correcting a wrong portrait</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==Matchups==<br />
'''NOTE:''' Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/43-robo-ky-matchups/<br />
<br />
==Summaries==<br />
===<font style="visibility:hidden" size="0">A.B.A</font>===<br />
{{MatchupSummaryBox|character=A.B.A<br />
|favorability=<br />
|oneliner=You can punish moroha danzai with punch super between the hits, at all ranges.<br />
|summary=At point blank, you can punish goku moroha danzai with level 3 dp. If you hit your command grab, and it will empty moroha, you can RC the last hit and combo into IK.<br />
}}<br />
===<font style="visibility:hidden" size="0">Anji Mito</font>===<br />
{{MatchupSummaryBox|character=Anji Mito<br />
|favorability=<br />
|oneliner=Delayed wakeup messes up the butterfly oki.<br />
|summary=2k will interrupt fuujin and you will get a free knockdown. He gets big damage loops on Robo, and his 5p is level 3 just like yours, on top of being a great anti air.<br />
}}<br />
===<font style="visibility:hidden" size="0">Axl Low</font>===<br />
{{MatchupSummaryBox|character=Axl Low<br />
|favorability=<br />
|oneliner=You don't get to play until you get level 3.<br />
|summary=Your best bet is to back away and hope you get to deploy mat once, then IB until level 3. With level 3 you punish Axl heavily, level 3 horse beats 2p, 2h and his unblockable, not only that, but you will get a counter hit too. Watch out for counters and autoguard.<br />
}}<br />
===<font style="visibility:hidden" size="0">Baiken</font>===<br />
{{MatchupSummaryBox|character=Baiken<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Bridget</font>===<br />
{{MatchupSummaryBox|character=Bridget<br />
|favorability=<br />
|oneliner=You can command throw him out of his reversal dp if you delay it a little.<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Chipp Zanuff</font>===<br />
{{MatchupSummaryBox|character=Chipp Zanuff<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Dizzy</font>===<br />
{{MatchupSummaryBox|character=Dizzy<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Eddie</font>===<br />
{{MatchupSummaryBox|character=Eddie<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Faust</font>===<br />
{{MatchupSummaryBox|character=Faust<br />
|favorability=<br />
|oneliner=<br />
|summary=6p beats scalpel pull cleanly, 2h can also work and net a ch, but it's basically a read and you can get hit if you time it wrong. You can fight his air bombs with 2h, you can also make yourself safe with 2h frc, hitting the bomb with 2h as soon as possible can make faust hit himself.<br />
}}<br />
===<font style="visibility:hidden" size="0">I-No</font>===<br />
{{MatchupSummaryBox|character=I-No<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Jam Kuradoberi</font>===<br />
{{MatchupSummaryBox|character=Jam Kuradoberi<br />
|favorability=<br />
|oneliner=5k and 2k beat her low profile dash.<br />
|summary=Fullscreen card ryuujin will whiff if you are crouched, so you can try to read that and 2h her safely from that distance.<br />
}}<br />
===<font style="visibility:hidden" size="0">Justice</font>===<br />
{{MatchupSummaryBox|character=Justice<br />
|favorability=<br />
|oneliner=<br />
|summary=Robo dash and horse both trigger her counter, but it causes a unique interaction where justice performs the follow up animation while Robo ends his move as if it were blocked, she can be punished with micro dash 5k or super if you are fast enough. Level 3 missiles can pass through the gaps in the nukes if she doesn't detonate them, forcing her to block and giving you space to enter.<br />
}}<br />
===<font style="visibility:hidden" size="0">Johnny</font>===<br />
{{MatchupSummaryBox|character=Johnny<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Kliff Undersn</font>===<br />
{{MatchupSummaryBox|character=Kliff Undersn<br />
|favorability=<br />
|oneliner=You can command throw his spot dodge.<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Ky Kiske</font>===<br />
{{MatchupSummaryBox|character=Ky Kiske<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">May</font>===<br />
{{MatchupSummaryBox|character=May<br />
|favorability=<br />
|oneliner=2k goes under horizontal dolphin.<br />
|summary=You can command throw her during overhead kiss run.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Millia Rage</font>===<br />
{{MatchupSummaryBox|character=Millia Rage<br />
|favorability=<br />
|oneliner=Delay wakeup to mess her disc okizeme.<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Order-Sol</font>===<br />
{{MatchupSummaryBox|character=Order-Sol<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Potemkin</font>===<br />
{{MatchupSummaryBox|character=Potemkin<br />
|favorability=<br />
|oneliner=<br />
|summary=2h will beat his j.d cleanly all the time, as will it beat his other air moves. You completely destroy his air approach while grounded, so keep it that way. On the ground he oppresses you. Learn to crush hammerfall armor cancelling your ground moves into 5h or dp, or beat it with raw punch super.<br />
}}<br />
===<font style="visibility:hidden" size="0">Robo-Ky</font>===<br />
{{MatchupSummaryBox|character=Robo-Ky<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Slayer</font>===<br />
{{MatchupSummaryBox|character=Slayer<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Sol Badguy</font>===<br />
{{MatchupSummaryBox|character=Sol Badguy<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Testament</font>===<br />
{{MatchupSummaryBox|character=Testament<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Venom</font>===<br />
{{MatchupSummaryBox|character=Venom<br />
|favorability=<br />
|oneliner=<br />
|summary=<br />
}}<br />
===<font style="visibility:hidden" size="0">Zappa</font>===<br />
{{MatchupSummaryBox|character=Zappa<br />
|favorability=<br />
|oneliner=<br />
|summary=5h will counter hit punish his summoning special if done as soon as possible, don't let him summon on block unpunished.<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=232358GGACR/Robo-Ky2021-09-21T23:43:26Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*You can steer forward or backwards during the move, allowing you to run away if you can build the momentum, or cut it down slowly if you steer into the opposite direction. It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
*It isn't as flexible as the force break version, but has it's uses. Example: Super jump j.d over Millia's secret garden, she will need to make a call out on this with either the orb itself or by preemptively jumping. Robo-ky can comfortably travel from one corner to the other with super jump j.d due to the incredible momentum from the jump, while still retaining his air dash for shenanigans.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin&diff=231985GGACR/Potemkin2021-09-17T21:50:23Z<p>Masterhacket213: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= The grappler of Guilty Gear, named after the great Russian warship, The Potemkin. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.<br />
<br />
Potemkin of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. Perhaps more than any other character, Pot is capable of punishing on good reads very well. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. From far out, he has a full screen unblockable that hits the floor, a projectile reflecting move, and plenty of other tricks. Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game, he just needs to get close enough to really instill the fear.<br />
|lore= <br />
|voice_actor= <br />
|quote= I don't need this. It's the same shit day after day.<br />
|summary= is a slow behemoth who makes life hell with large normals, very high damage, and one of the best command grabs in the game.<br />
|pros=<br />
* '''Obscene damage output''': Capable of dealing 60-70% combos with meter usage<br />
* '''Potemkin Buster and other strong throws''': Think of this as a 1/3 screen unblockable which deals 25-40% of somebody's lifebar. Ground and airthrow also have top shelf damage and range.<br />
* '''Big hitbox moves''': Large attacks with high damage can make Pot difficult to approach for other characters who need to get in close range.<br />
* '''Super armor on Command Dash''': Hammerfall, Pot's main means of approach, can tank any single non-Overdrive hit.<br />
* '''Highly invincible backdash''': Invul for nearly 20f, Pot's backdash is an extremely strong reversal and escape tool.<br />
* '''Easy to confirm knockdowns''': Nearly all of Potemkin's conversions and combos lead to knockdown<br />
* '''Takes hits like a champ''': The highest defense and dizzy modifier in the game means Pot stays alive longer than anybody else.<br />
* '''Dangerous offense''': Packing an overhead, low, command grab, and unblockables give Potemkin very strong pressure.<br />
|cons=<br />
* '''Horrid mobility''': No forward dash or airdashes severely limits Pot's approach options.<br />
* '''Massive hurtbox''': Subject to longer combos, more stray hits, getting fuzzied, and some very impractical infinites.<br />
* '''Slow buttons''': Normals are not on the quick side, limiting Pot's abare potential.<br />
* '''Trouble against zoners''': Outside of using FDB, can have serious trouble against projectiles and longer ranged buttons.<br />
* '''Slow jump startup''': 5f jump subjects Pot to having to hold some pressure worse than other characters.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|3VRHkpWE8Bo|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_5P.png|A quick poke, with a<br/>decent hitbox to boot.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-5P-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Potemkin-5P-2-Hitbox.png|Frames 7-9<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|5P}}<br />
|}<br />
==== ====<br />
Your quickest jab, with a pretty good hitbox, capable of hitting crouching, standing, or even airborne opponents (sometimes). Chain into {{clr|2|5K}} on the ground, or {{clr|3|c.S}} if they're in the air. If they block, you can chain as normal, or go right into a Potemkin Buster if they're not expecting it.<br />
<br />
Untechable for 13F.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_5K.png|A low with short range,<br/>but a tricky animation.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|5K}}<br />
|}<br />
==== ====<br />
Tied with {{clr|2|2K}} for Potemkin's quickest low. 5k is Potemkin's best move for catching backdashes, with a whopping 9 active frames. Although {{clr|2|2K}} has more range, {{clr|2|5K}} can be canceled into {{clr|3|c.S}} or {{clr|3|2S}} to keep your combo or blockstring going. Good to use after a landing from a jump-in (alternate with 6k for throw invul overheads).<br />
<br />
Initial prorate 90%.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|c.S}}<br />
|}<br />
==== ====<br />
Mostly used as combo filler, although it can be used as situational anti-air. Deep jump-in combos should be followed up with this or 2s when possible for better damage. Whiff {{clr|3|5S}} close as they wake up for a not-so-obvious Potemkin buster/Heat Knuckle.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-fS-1-Hitbox.png|Frames 12-14<br />
GGXXACPR_Potemkin-fS-2-Hitbox.png|Frames 15-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|f.S}}<br />
|}<br />
==== ====<br />
Traffic controller Potemkin says, "STOP!". The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne. If you hit at range, cancel into (2s) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it'll win the round. A decent move for cancelling into Slide Head for gimmicks but don't get carried away with them.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_5H.png|A finger chop with great range.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-5H-1-Hitbox.png|Frames 15-17<br />
GGXXACPR_Potemkin-5H-2-Hitbox.png|Frames 18-21<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|5H}}<br />
|}<br />
==== ====<br />
Works like {{clr|3|f.S}}, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent) . One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. Cancel into Hammerfall > Break for better advantage on block or just to gain ground, or cancel into Sliding Head for cheap (but very punishable) mixup. At distances where nothing else is possible, {{clr|4|5H}} air counterhit, wait, {{clr|4|5H}} works. {{clr|4|5H}} counterhit leads to slidehead, Hammerfall break, follow up combo. {{clr|4|5H}} is also the only move besides {{clr|1|6P}}/{{clr|4|2H}} that leads to Giganter super vs airborne opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-6P-1-Hitbox.png|Frames 13-15<br />
GGXXACPR_Potemkin-6P-2-Hitbox.png|Frames 16-19<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|6P}}<br />
|}<br />
==== ====<br />
A great anti-air. Potemkin's hurtbox is low to the ground, and he has some upper body invulnerability during start up and even more through the activate frames. You can use this as a ghetto reversal vs airborne opponents if their move isn't 100% meaty (such as vs. late IADing opponents trying to bait throws). Hitbox doesn't extend much further than his hands, but that's plenty.<br />
<br />
Followups include: <br />
* {{clr|1|6P}} > Heat Knuckle (always works on hit vs AA)<br />
<br />
* CH {{clr|1|6P}}, {{clr|3|2S}} > Heat Knuckle (easy CH combo)<br />
<br />
* {{clr|1|6P}} > jc.P > {{clr|2|j.K}} > jc.Air Potemkin Buster<br />
<br />
* CH {{clr|1|6P}}, falling {{clr|4|j.H}} |> {{clr|3|c.S}} > Heat Knuckle<br />
<br />
* CH {{clr|1|6P}}, falling {{clr|4|j.H}} |> {{clr|1|6P}} > Giganter > Bullet...<br />
<br />
Upper body invincible 1-4F. Above knees invincible 5-14F. Floats opponent on CH (untechable for 50F). Initial prorate 90%.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_6K.png|The preferred overhead<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-6K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|6K}}<br />
|}<br />
==== ====<br />
An 18 frame overhead with short range. It has special throw invulnerable properties (frame data unknown, not listed in the mook). Jump-cancellable on hit/block (JC on block for pressure, on hit for burst baits, or hammerfall through the burst). Although one of Potemkin's hardest combos due to charging, 6k->Hammerfall combos on crouching and baits bursts automatically. It also nets you insane damage, and in the corner the hammerfall can be FRC'd into Giganter. If you hit with it, cancel to {{clr|5|2D}}. Against faust, you can do Heat Knuckle/Heavenly Potemkin Buster as Tension allows after {{clr|5|2D}}. Once the opponent becomes used to the {{clr|2|6K}} animation, Slide head can be substituted in place (hits low!) as they have similar animations, for a dirty 50/50.<br />
<br />
Initial prorate 85%. Throw invincible 1~15F.<br />
</div><br />
</div><br />
<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_6H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-6H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|6H}}<br />
|}<br />
==== ====<br />
THE LEGENDARY LEVEL 6 ATTACK. Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range. Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter. Cancel into Slidehead for an unblockable and sometimes inescapable knockdown (the following characters cannot escape without IB/SB: ABA, Axl, Faust, Johnny, Potemkin, Robo-Ky, Slayer, Testament, and Venom). Once your opponent catches onto {{clr|4|6H}} > Slidehead and is jumpy, {{clr|4|6H}} > Hammerfall break (immediately charge HF after inputting {{clr|4|6H}} for best results) anti-air can work as well. Can be FRC'd right before it becomes active (frames 20-21, active on 24). An odd gatling is {{clr|1|5P}} > {{clr|4|6H}}. {{clr|1|5P}} > {{clr|4|6H}} FRC Pot buster for shenanigans, or let it rip to catch backdashers.<br />
<br />
50% initial prorate. Wall bounce opponent on hit (untechable for 28F). Blockstun 23F. Dizzy modifier x0.75. FRC timing 20-21F. <br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-5D-1-Hitbox.png|Frames 31, 33, 35, 37, 39<br />
GGXXACPR_Potemkin-5D-2-Hitbox.png|Frames 32, 34, 36, 38, 40<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|5D}}<br />
|}<br />
==== ====<br />
Standing dust, with a remarkably large hitbox. Interesting gatlings into it include {{clr|4|2H}} > {{clr|5|5D}} (combos LOL, sets up a nice Heavenly Potemkin Buster reset), and {{clr|3|2S}} > {{clr|5|5D}} (to get them in range for the {{clr|5|5D}} when they may be out, 5d can also tag their escape). {{clr|5|5D}} Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB.<br />
<br />
Potemkin is in CH state during move's duration.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|2P}}<br />
|}<br />
==== ====<br />
While slower than {{clr|1|5P}}, it has situational use such as killing Eddie's shadow from far away, or using it for Hammerfall break pressure (experiment for other uses). It also starts his OTG combo, {{clr|1|2P}} > {{clr|1|5P}} > {{clr|1|5P}} (5p)<br />
<br />
Initial prorate 80%.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-2K-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Potemkin-2K-2-Hitbox.png|Frames 9-10<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|2K}}<br />
|}<br />
==== ====<br />
Comes out as fast as {{clr|2|5K}}, but has better range. It cancels into any S attack, but only {{clr|3|c.S}} and {{clr|3|f.S}} will actually combo. If you're at max range, it's probably better to cancel into {{clr|5|2D}} for knockdown.<br />
<br />
Initial prorate 90%.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_2S.png|A backhand so powerful, the opponent is sucked into the ensuing vacuum.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|2S}}<br />
|}<br />
==== ====<br />
One of Potemkin's best normal attacks in terms of overall usefulness. Good range, good hitbox, staggers on counter-hit (max of 43 frames), but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. This makes it useful in combos and blockstrings, so you'll end up using this move a lot.<br />
<br />
Pulls in opponent on hit or block. Pulls in and staggers opponent on ground CH (max 43F). <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-2H-1-Hitbox.png|Frames 13-15<br />
GGXXACPR_Potemkin-2H-2-Hitbox.png|Frames 16-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|2H}}<br />
|}<br />
==== ====<br />
A vicious uppercut that reaches ridiculously high. Thanks to its high startup you'll have to throw it out relatively early, so make sure you know it'll connect before committing to it. Reaches further back than most anti-airs, allowing you to tag crossup attempts in addition to the normal anti-air benefits. Can be FRC'd on the last frame of startup and first two active frames (13-15), allowing for an air combo followup, or just making it safe if blocked.<br />
<br />
If you get a normal hit on an airborne opponent, you can cancel into Heat Knuckle if they're low enough. Otherwise your only direct followup is a Heavenly Potemkin Buster. If they're on the ground, you can always cancel to Heat Knuckle. On counter-hit, your opponent can't tech until they've hit the ground, no matter how high they were when you hit. This gives you plenty of time to think of all the ways you can absolutely destroy your opponent - even relatively simple combos off of CH {{clr|4|2H}} can do 50% or more. <br />
<br />
Floats opponent on hit (untechable for 30F). Dizzy modifier x1.25. FRC timing 13-15F. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|2D}}<br />
|}<br />
==== ====<br />
A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range. Special cancellable, but there isn't much it combos into (although 2D > Heat Knuckle does work on Faust). Consider canceling into Hammerfall Break to get that much closer to the opponent after a knockdown instead.<br />
<br />
Forced prorate 80%.<br />
</div><br />
</div><br />
<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|j.P}}<br />
|}<br />
==== ====<br />
J.P is important for gaining some height in Pot's air combos. Since {{clr|3|j.S}} knocks down and combos out of. Beyond that, this does have some interesting uses in mixup: if you connect with a high {{clr|3|j.S}}, you can cancel into a {{clr|1|j.P}}, then land and do a Potemkin Buster. The {{clr|1|j.P}} has low hit stun, letting you connect with the Buster almost immediately.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-jK-1-Hitbox.png|Frames 9-12<br />
GGXXACPR_Potemkin-jK-2-Hitbox.png|Frames 13-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|j.K}}<br />
|}<br />
==== ====<br />
Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. J.K also crosses up, giving Potemkin a great mixup after heat knuckle connects. Heat knuckle, jump forward, double jump at an ambiguous timing, then j.k. Depending on when you double jumped, you may or may not cross over.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-jS-1-Hitbox.png|Frames 14-16<br />
GGXXACPR_Potemkin-jS-2-Hitbox.png|Frames 17-19<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|j.S}}<br />
|}<br />
==== ====<br />
Probably Potemkin's best air move, with a nice, tall hitbox. Ground bounce on counter hit gives you plenty of options to follow up, or cancel into {{clr|1|j.P}} on regular hit for a tick throw once you land. It's also great as okizeme - throw it out before you land, ideally catching the first few frames of their recovery. Landing cancels your own recovery, giving you freedom to punish their response (or just combo if they happened to eat it).<br />
<br />
Ground bounces opponent fully untechable on ground CH. Slams down opponent on air hit (untechable for 25F). Ground bounces opponent on air CH (untechable for 60F).<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|j.H}}<br />
|}<br />
==== ====<br />
Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups. If you time it right, you can do {{clr|3|j.S}} > {{clr|4|j.H}}, and land, {{clr|3|c.S}} > Heat Knuckle.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_jD.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-jD-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|j.D}}<br />
|}<br />
==== ====<br />
After a short startup, Potemkin drops rapidly to the ground. If you catch an airborne opponent with it, they'll plummet to earth with you. Combo after {{clr|3|j.S}} for a knockdown into whatever oki you please. Once you land you're forced crouching for eight frames until recovery completes. You can whiff it in front of the opponent and catch them off guard with a Potemkin Buster, if you're feeling lucky. Note that while this will let you get to the ground faster, and might even let you hit an unaware opponent, there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. So don't throw it out willy-nilly.<br />
<br />
Slams down opponent on air hit (untechable for 40F). Potemkin is in crouching state during landing recovery. Can change angle of descent by holding left/right.<br />
<br />
The throw cross on the hitbox is apparently not correct and is higher up on Pot's body somewhere.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land. Can be FRC'd on frames 40-44 (starting about 11 frames after letting the opponent go), allowing for follow-ups like {{clr|3|2S}} > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.<br />
<br />
Floats opponent and fully untechable on hit. 1st hit has forced prorate 50%. FRC timing 40~44F (frames 11~15 after tossing the opponent). <br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|Air Throw}}<br />
|}<br />
==== ====<br />
A particularly satisfying airthrow.<br />
<br />
Slams down opponent on hit (untechable for 32F). Forced prorate 50%. <br />
</div><br />
</div><br />
<br />
===<big>Dead Angle Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|DAA}}<br />
|}<br />
==== ====<br />
No longer wall bounces like it did in AC, unfortunately. Still, if you need some breathing room, this is a great way to get it. A point blank hit in the corner can still net you a {{clr|1|5P}} into a small combo.<br />
<br />
Fully invincible 1-17F. Throw invincible 18-32F. Potemkin is in CH state 18-35F. Knocks down opponent on hit. Forced prorate 50%.<br />
</div><br />
</div><br />
== Special Moves ==<br />
===<big>Mega Fist</big>===<br />
<span class="input-badge">'''{{clr|1|236P}} or {{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_236P.png|It looks the same regardless.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-214P-1-Hitbox.png|Frames 25-28<br />
GGXXACPR_Potemkin-214P-2-Hitbox.png|Forward: Frames 29-31<br> Backward: Frames 29-32<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Forward|subtitle={{clr|1|236P}}}}<br />
{{#lst:GGACR/Potemkin/Data|236P}}<br />
|-<br />
{{AttackVersion|name=Backward|subtitle={{clr|1|214P}}}}<br />
{{#lst:GGACR/Potemkin/Data|214P}}<br />
|}<br />
==== ====<br />
Forward lets you close the distance on your opponent, but is otherwise inferior to Reverse in every way. Lower Level (3 on hit, 2 on block) means less hitstun, allowing for quicker tick throws but otherwise not providing any advantage. Can be FRC'd on frames 25 or 26 (the first two active frames).<br />
<br />
Knocks down opponent on hit. Lower body invincibile from 1F onwards. Potemkin is airborne from 4F onwards. Level 2 attack on block. FRC timing 16~17F and 25~26F.<br />
If FRC'd during the first window, the attack won't come out, and Potemkin will change his air movement trajectory. You won't preserve air movement options, but can fit in a fast normal before landing. If FRC'd during the second window, the Mega Fist attack will still come out, but safer.<br />
----<br />
Backward Mega Fist is superior to Forward in every way. High Level, more active frames, less recovery. Staggers on counter hit. Better as a raw attack than Forward, but not as great for follow-ups without a CH. Can be FRC'd on frames 25-26, and 28-29. Yes, it has two FRC windows. Yes, they're a frame apart. No, I don't know why.<br />
<br />
Knocks down opponent on hit. Lower body invincibile from 1F onwards. Potemkin is airborne from 5F onwards. Staggers opponent on ground CH (max 47F). FRC timing 25~26F and 28~29F. <br />
</div><br />
</div><br />
<br />
===<big>Slide Head</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_236S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-236S-Hitbox.png|The first hitbox. The second hit strikes along the entire floor.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|236S }}<br />
|}<br />
==== ====<br />
One of Potemkin's more interesting moves, Slide Head has two different attacks during its active frames. The first is Potemkin's actual body itself, a level 5 attack that hits low, but that's likely not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the ground at full zoom-out. This shockwave can be avoided by being airborne or if a character lifts their hurtbox off the ground (Dizzy dash, May 5K, etc.). If this connects, it knocks the opponent down, and keeps them there for an extra 40 frames over normal knockdown length, giving Pot time to advance.<br />
<br />
When going for a knockdown with Slide Head, make sure you're not too close. If the first attack connects, the knockdown attack won't come out. Additionally, you should always be holding back after performing a Slide Head so that you can charge a Hammer Fall Break to get in. The FRC allows you to combo out of the knockdown when it launches the victim into the air. Slide Head's startup animation has upper body invincibility, but it won't usually help against jump-ins. (Specifically, frames 1-15 are invincible above the feet, and 26-35 are invincible above the knees.)<br />
<br />
Above knees invincible 1~16F and 26~35F. Knocks down standing or crouching opponents. Followups are treated as OTG. 1st hit has initial prorate 90%. 2nd hit (quake) has Hitstop 0, Startup 27. Max of one hit. FRC timing 26~28F.<br />
</div><br />
</div><br />
<br />
===<big>Hammer Fall</big>===<br />
<span class="input-badge">'''{{clr|4|[4]6H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_46H.png|Not the most practical dash, but we get by.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-46H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|[4]6H }}<br />
|}<br />
==== ====<br />
* Potemkin's primary mobility and pressure tool.<br />
* Has a single hit of super armor that will cut the absorbed attack's damage in half. Any additional hits, or any Overdrive, will interrupt Hammer Fall. <br />
* Causes a knockdown when it connects on a grounded opponent, granting oki.<br />
* Requires 30F of charge to execute. Can be canceled into Hammer Fall Break by pressing P while Potemkin is moving (but before the attack portion begins).<br />
* Hammer Fall has a flat 3F FRC window on hit, block, or whiff. FRC grants significant plus frames (+14 on a first frame FRC) on block and a strong combo on hit.<br />
Potemkin lunges forward with arms spread, then smashes them together when he reaches the opponent or reaches Hammer Fall's maximum distance. It is generally a good idea to charge Hammer Fall when possible for crucial followups, like after Slide Head. If you hold back immediately after inputting a {{clr|4|6H}} or {{clr|2|6K}}, you'll have Hammer Fall charged in time to cancel into it which combos at close range. At point blank, Potemkin can cancel into Hammer Fall Break from frame 2 until frame 10 despite being directly next to the opponent. Note that Potemkin cannot cancel the first frame of Hammer Fall, as he must first enter Hammer Fall before he is able to cancel it. Additionally, the lack of an input buffer requires {{clr|1|P}} to be input distinctly after {{clr|4|H}}.<br />
</div><br />
</div><br />
<br />
===<big>Hammer Fall Break</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Hammer Fall'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_hammerBreak.png|Or Hammer Fall Brake if you prefer.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|[4]6H P}}<br />
|}<br />
==== ====<br />
Hammer Fall Break lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Break won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for going in after Slidehead, or to catch an opponent with a Potemkin Buster.<br />
<br />
Fastest possible Hammer Fall Break completes in 16F. FRC timing 3-10F.<br />
</div><br />
</div><br />
<br />
===<big>F.D.B.</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_63214S.png|The Flick.<br />
GGAC_Potemkin_flickBullet.png|The Flicked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-63214S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Flick<br />
}}<br />
{{#lst:GGACR/Potemkin/Data|63214S }}<br />
|-<br />
{{AttackVersion|name=Projectile<br />
}}<br />
{{#lst:GGACR/Potemkin/Data|63214S Reflect}}<br />
|}<br />
==== ====<br />
A powerful attack with two separate aspects: the attack and the reflect (see below). The attack portion is powerful, with a deceptively large hitbox (extended well beyond and above the flick itself) and good priority. If it hits a grounded opponent, they'll be staggered for a maximum of 65 frames. On block, they'll be pushed away a great distance, and a counter-hit will cause wallstick (untechable for 88 frames, while the actual stick lasts 28 frames).<br />
<br />
Staggers opponent on ground hit (max 65F). Wall sticks opponent on CH (untechable for 88F, sticks for 28F). Can reflect projectiles from 4-14F. On successful reflect creates projectile (See F.D.B. Reflect).<br />
----<br />
The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile. <br />
*This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent. <br />
*After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then.<br />
<br />
For a full list of projectiles F.D.B. can reflect, check [[F.D.B._Reflectable_Projectiles|F.D.B. Reflectable Projectiles]].<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
|-<br />
|+'''FDB Reflectable Projectiles Table'''<br />
|-<br />
!Character<br />
!Move<br />
|-<br />
|ABA<br />
|Kihi (Purple Fireball; Normal Mode)<br />
<br />
Konzetsu (Double Aerial Burst; Moroha mode)<br />
|-<br />
|Anji<br />
|(FB) Shitsu (Butterfly projectile)<br />
<br />
Shin: Ichishiki (Aerial fan projectiles)<br />
<br />
Issei Ougi: Sai (Giant spinning fan) <SUPER><br />
|-<br />
|Axl<br />
|Rensengeki (Low Green Projectile)<br />
<br />
Kokuugeki (Spinning Green Aerial Attack)<br />
<br />
FB Kyokusa Geki (Upward Arcing Green Projectile)<br />
<br />
Byakue Renshou (2nd Part Only) <SUPER><br />
|-<br />
|Baiken<br />
|(Air/FB) Tatami Gaeshi (Mats)<br />
|-<br />
|Bridget<br />
|Yoyo Recall/Return (Burning YoYo)<br />
<br />
Roger Hug (Homing Mechanism) <br />
<br />
(FB) Jagged Roger (Roger with Blades)<br />
<br />
(FB) Roger Get (Roger Divebomb)<br />
<br />
Me and My Killing Machine (Flaming Bicycle) <SUPER><br />
<br />
Tragedy During Maintence (Anti-Air Explosion) <SUPER><br />
|-<br />
|Chipp<br />
|(FB) Gamma Blade (Light Blue Afterimage)<br />
|-<br />
|Dizzy<br />
|Hunger Strike (Fish Laser)<br />
<br />
Arctic Impaler (Ice Spike)<br />
<br />
Flaming Spiral (Spinning Scythe)<br />
<br />
(FB) Skull Crusher (Homing Spike)<br />
<br />
Imperial Ray (Fire Pillars) <SUPER><br />
<br />
Gamma Ray (Big Laser) <SUPER><br />
|-<br />
|Eddie<br />
|Invite Hell (Drill)<br />
<br />
Drill Special (FB Drill)<br />
<br />
All Little Eddie attacks<br />
<br />
Amorphous (Land Shark) <SUPER><br />
|-<br />
|Faust<br />
|Ai (Bomb Bag Head)<br />
<br />
Bomb<br />
<br />
Hammer<br />
<br />
Meteor<br />
<br />
Minis (Faust/Robo-Ky/Potemkin); only when grounded<br />
<br />
Coin<br />
<br />
Frying Pan<br />
<br />
Dumbbell<br />
<br />
Throw Item Super (Only the items listed above are flickable) <SUPER><br />
|-<br />
|I-no<br />
|F.S (Shockwave)<br />
<br />
(Air/FB) Antidepressant Scale (Flat Note)<br />
<br />
(Horizontal/Vertical) Chemical Love (Big Laser)<br />
<br />
Longing Desperation (Ground Super) <SUPER><br />
<br />
Ultimate Fortissimo (Air Super) <SUPER><br />
<br />
Megalomania (Boss or EX type I-No only) <SUPER><br />
|-<br />
|Jam<br />
|Renhoukyaku (Giant Sphere) <SUPER><br />
|-<br />
|Johnny<br />
|Glitter is Gold (Coin; Horizontal Only)<br />
<br />
Mist Finer (Draw Slashes)<br />
<br />
Divine Blade (Vertical Gold Slash)<br />
|-<br />
|Justice<br />
|Nuclear Blast (Small Bombs; All Versions except K)<br />
<br />
Imperial Ray (Spinning Red Laser; Beam only) <SUPER><br />
<br />
Gamma Ray (Full Screen Laser; You'll get hit by the rest, though) <SUPER><br />
|-<br />
|Kliff<br />
|Houkou Gaeshi (Yellow Discs)<br />
<br />
Shiki Otoshi (Glowing Dive Bomb)<br />
<br />
FB & Air Houkou Gaeshi (Aerial Yellow Dragon Projectile)<br />
<br />
Reflex Roar (Big Yellow Dragon Projectile) <SUPER><br />
|-<br />
|Ky<br />
|Stun Edge / Air Stun Edge (Lighting Shot)<br />
<br />
(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)<br />
<br />
FB Lightning Sphere (Electricity Ball, Replacement to Charged Stun Edge)<br />
<br />
Sacred Edge (Glowing Blue Blade)<SUPER><br />
|-<br />
|May<br />
|Applause for the Victim (Dolphin Hoops)<br />
<br />
FB Horizontal/Vertical Dolphin<br />
<br />
Deluxe Tile Bomber (Black Whale after S.S.U.SW.) <SUPER><br />
<br />
Great Yamada Attack (Whale attack) <SUPER><br />
|-<br />
|Millia<br />
|(FB) Tandem Top (Discs)<br />
<br />
Silent Force (Hair pin)<br />
<br />
Secret Garden (Orb projectile)<br />
<br />
Emerald Rain (Three Discs) <SUPER><br />
|-<br />
|Order-Sol<br />
|{{clr|1|6P}} (Afterimage Punch)<br />
<br />
Blockhead Buster (Moderate Fire Burst; All levels)<br />
<br />
Gun Blaze (Crossup Fire Pillar, Motion is Relative to Order Sol; all levels)<br />
<br />
Charge Burst (Fire Ring, done during Charging)<br />
<br />
Savage Fang (Big Fire Blast, All levels) <SUPER><br />
|-<br />
|Potemkin<br />
|FDB (Reflected projectile only)<br />
<br />
Giganter (1st part; mirror only) <SUPER><br />
|-<br />
|Robo-Ky<br />
|{{clr|1|6P}} (Elbow Gunshot)<br />
<br />
{{clr|4|2H}} (Knee Missile)<br />
<br />
Want some Ky? (Bazooka)<br />
<br />
Aerial Want some Ky? (Aerial Missiles)<br />
|-<br />
|Sol<br />
|(DI) Gunflame (Ground Hugging Flames)<br />
<br />
Tyrant Rave ver. Beta (Huge Fire Blast, Second Hit Only)<SUPER><br />
|-<br />
|Testament<br />
|EXE Beast (Purple Ground Monster)<br />
<br />
Phantom Soul (Floating Skull)<br />
<br />
Crow Diving Attack (Phantom Soul/Curse mode)<br />
<br />
Crow Feather Showers (Phantom Soul/Curse mode)<br />
<br />
Nightmare Circular (Big Purple Skeleton)<SUPER><br />
|-<br />
|Venom<br />
|Stinger Aim (Horizontal Ball Shot)<br />
<br />
Charged Stinger Aim (Regardless of the charge amount time)<br />
<br />
Carcass Raid (Vertical Ball Shot)<br />
<br />
Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion)<br />
<br />
Dubious Curve (Ball Skull Bash, Only when the ball is in motion)<br />
<br />
Dark Angel (Big Glowing Sphere)<SUPER><br />
<br />
Red Hail (Multi Shot Raid) <SUPER><br />
<br />
Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER><br />
|-<br />
|Zappa<br />
|Go Away and Don't Come Back! (Ghost Projectiles; All directions)<br />
<br />
Darkness Anthem (Raoh's Orb Projectile; All directions)<br />
|}<br />
<br />
</div><br />
</div><br />
<br />
===<big>Potemkin Buster</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_632146P.png|You'll only see this sprite if you missed, so try not to do that.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|632146P }}<br />
|}<br />
==== ====<br />
Your go-to move, that which all of Potemkin's game plan is centered around. With a 176-pixel range, it's hard ''not'' to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch, before their active frames have even started.<br />
<br />
Front leg invincible 1-2F. Fully invincible 3-5F. Throw invincible 1-16F. On whiff, recovery is 40F total. Dizzy modifier x0.5. Forced proration 75%.<br />
<br />
Has 12F afterwards to follow-up attack, for example with {{clr|3|c.S}} in the corner, and with {{clr|3|f.S}} midscreen against some characters.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heat Knuckle</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_623H.png|His hand represents about a quarter of the hitbox.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-623H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|623H }}<br />
|}<br />
==== ====<br />
Potemkin snatches his opponent out of the air and burns them for a while, before unceremoniously dropping them to the ground in front of you for great oki. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air is somewhat limited. If it misses, it can be FRC'd to make it safe. Fun fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them).<br />
<br />
Can only hit airborne opponents. 1st-3rd hits fully untechable. 4th hit floats opponent on hit (untechable for 45F). Can input motion for followup Heat Extend for 50F after Potemkin grabs them (visually, you have until the 3rd hit). 1st hit can be SBed. FRC timing 24-25F on whiff only.<br />
</div><br />
</div><br />
<br />
===<big>Heat Extend</big>===<br />
<span class="input-badge">'''{{clr|4|63214H}} during Heat Knuckle'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_63214H.png|<big>[https://youtu.be/0yvFNEWWVIU?list=PL541093DE4C99C077&t=63 SECRET SWORD 2: GURENKAINA]</big><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|623H 63214H }}<br />
|}<br />
==== ====<br />
*If input during the first 50 frames of Heat Knuckle, Heat Extend causes Potemkin's gauntlet to open up and focus energy, then detonate the opponent and launch them skyward. Does great damage and builds a ton of tension, but sacrifices oki at midscreen. <br />
*If they happened to Slashback your Heat Knuckle, their only defense against Extend is to do an attack with full invincibility.<br />
<br />
'''Additional Frame Data''' ''Blows away and floats opponent on hit (untechable for 80F).''<br />
</div><br />
</div><br />
<br />
== Force Breaks ==<br />
===<big>Judge Gauntlet</big>===<br />
<span class="input-badge">'''{{clr|5|63214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_63214D.png|More awesome than effective.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-63214S-1-Hitbox.png|Frames 28-29<br />
GGXXACPR_Potemkin-63214S-2-Hitbox.png|Frames 30-33<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|63214D}}<br />
|}<br />
==== ====<br />
*Has armor from 2f onwards. Armor will absorb multiple hits. Hits absorbed by super armor deal half damage, and Overdrives are never absorbed.<br />
*On frames 2-23, any hit will activate super armor. If hit in the first five frames of a super armor flash, super armor resets and can absorb another hit.<br />
*On frames 24-28, any hit will cause the attack to occur immediately (with 10 frames of startup). The same is true if hit during frames 6-10 of a super armor flash, or if hit seven times during a super armor flash.<br />
*Ground bounces the opponent on hit. If the opponent was grounded during the hit, it's untechable for 38 frames.<br />
*Startup can be cancelled with P, but this has no practical usage.<br />
<br />
Judge Gauntlet only exists to make you look like a clown when you mess up {{Tt|TK APB|Tiger Knee Aerial Potemkin Buster<br>Often done by performing a 360 motion starting from 6 (632147896)}}, and should be avoided. While you can gimmick people with the cancel or occasionally throw it out as a panic option against a guy running flowchart offense, it's an extremely slow telegraphed reversal that even informs your opponent if they hit it to jump/roman/special/whatever cancel to make themselves safe and then punish you. It also loses to meaties, as it's not frame 1 invincible. Lastly, the hitbox its self is pretty bad and will miss often. Yeah, it looks cool. Don't use it.<br />
<br />
'''Additional Frame Data:''' ''Ground bounces opponent on hit (ground hit untechable for 38F). Initial prorate 85%. Potemkin absorbs enemy attacks between 2-28F. If Potemkin gets hit between 2-23F, then he goes into endurance stance immediately. If Potemkin gets hit between 24-28F, then he attacks immediately. Attack starts 10F after the start of endurance stance (getting hit again resets the 10F startup). Potemkin immediately attacks after getting hit 7+ times while in endurance stance. Potemkin takes half damage while absorbing hits. Potemkin cannot absorb supers. Can input P to cancel between 6~24F. Cancel animation is 14F.''<br />
</div><br />
</div><br />
<br />
===<big>Aerial Potemkin Buster</big>===<br />
<span class="input-badge">'''{{clr|5|j.632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_j632146D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|j.632146D }}<br />
|}<br />
==== ====<br />
A bit trickier to use than the standard Buster. It will connect as part of a combo, but you can't cancel into it from air normals, so you'll mostly use it from midair jump cancels, or as a followup to ground attacks like counter-hit {{clr|1|6P}}, a {{clr|4|2H}} followed by Hammerfall Break, or {{clr|3|c.S}} in the corner. In the corner, {{clr|3|c.S}} to APB loops into itself, creating the Potemkin Bus Tour, which has no stops and only lets you off when you're dead.<br />
<br />
Aerial Potemkin Buster can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it. If it connects while jumping forward or backward the buster will fall toward the opposite direction.<br />
<br />
Knocks down opponent on hit. Potemkin is in CH state till landing. Potemkin is in crouching state during landing recovery.2nd hit has forced prorate 75%. On hit, Potemkin jumps in the direction opposite to the direction he was originally traveling. Can RC only if blocked. FRC timing 9-11F after throw.<br />
</div><br />
</div><br />
== Overdrives ==<br />
===<big>Giganter</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_632146H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|632146H }}<br />
|}<br />
==== ====<br />
Potemkin throws out a wall of shimmering energy (usually referred to as "the mirror") that slowly travels in front of him. The mirror will always come out once the input is done, even if Potemkin is hit out of it. The mirror absorbs most projectiles, and will continue traveling forward even if it doesn't. If the opponent is hit while grounded, they'll be staggered for a maximum of 55 frames, and on air hit it causes float and is untechable for 75 frames. In addition to all that, it has a 3x dizzy modifier. <br />
Can be canceled into Gigantic Bullet during frames 16-29.<br />
<br />
Fully invincible 1-9F. Strike invincible 10-16F. Staggers opponent on ground hit (max 55F). Untechable for 75F. Dizzy modifier x3. Can cancel into Gigantic Bullet from 16-29F. Shield destroys most other projectiles on contact. Shield always goes active on successful input. <br />
</div><br />
</div><br />
<br />
===<big>Gigantic Bullet</big>===<br />
<span class="input-badge">'''{{clr|1|4123641236P}} during Giganter'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_4123641236P.png|The wall of pain.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|632146H 4123641236P }}<br />
|}<br />
==== ====<br />
Potemkin channels energy into both hands, then combines them into a wave of energy while sliding forward. Wall bounces on hit, allowing for interesting followups. x0 dizzy modifier, meaning its damage is not factored into dizzy at all.<br />
<br />
'''Additional Frame Data''' ''Wall bounces opponent on hit (untechable for 60F). Dizzy modifier x0.''<br />
</div><br />
</div><br />
<br />
===<big>Heavenly Potemkin Buster</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_236236S.png|I am protector of Zeppian skies!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Potemkin-236236S-1-Hitbox.png|Frame 12<br />
GGXXACPR_Potemkin-236236S-2-Hitbox.png|Frames 13-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|236236S}}<br />
|}<br />
==== ====<br />
Potemkin launches upward at a ~40 degree angle, grabbing his opponent out of the air and bringing them crashing back down to earth. Potemkin is invincible until he leaves the ground, at which point he has upper body invincibility for 15 frames, allowing HPB to be used as an anti-air in most instances. Keep in mind that it's not completely safe, though - many moves can beat it outright, and sometimes it will whiff completely, seemingly for no reason.<br />
Heavenly Potemkin Buster will always connect after a {{clr|4|2H}}, but you have to cancel into it as soon as the {{clr|4|2H}} connects.<br />
<br />
Fully invincible 1-12F. Upper body invincible 13-27F. Potemkin is airborne from 13F onwards. Knocks down opponent on hit. Dizzy modifier x0.5.<br />
</div><br />
</div><br />
<br />
== Instant Kill ==<br />
===<big>Magnum Opera</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Potemkin_IK1.png|<br />
GGAC_Potemkin_IK2.png|Kiss your ass goodbye.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:GGACR/Potemkin/Data|IK}}<br />
|}<br />
==== ====<br />
Hitbox is potemkin himself. A dizzied opponent in the corner is probably your best chance,but don't bet on it.<br />
</div><br />
</div><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Potemkin}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:GGACR/Potemkin/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Potemkin/Data]].}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229431GGACR/Robo-Ky2021-08-31T21:51:14Z<p>Masterhacket213: /* {{clr|1|j.P}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|"Look at this convenient and easy to access information!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229430GGACR/Robo-Ky2021-08-31T21:48:12Z<p>Masterhacket213: /* Air Hun-KY Homerun */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
<br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229429GGACR/Robo-Ky2021-08-31T21:47:07Z<p>Masterhacket213: /* Hun-KY Homerun */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Underwhelming until level 3.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229428GGACR/Robo-Ky2021-08-31T21:41:54Z<p>Masterhacket213: /* Throw */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229426GGACR/Robo-Ky2021-08-31T21:36:02Z<p>Masterhacket213: /* {{clr|1|5P}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|The Typical Tsundere Fan Slap<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229425GGACR/Robo-Ky2021-08-31T21:31:24Z<p>Masterhacket213: /* {{clr|1|6P}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|The Typical Tsundere Fan Slap<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229424GGACR/Robo-Ky2021-08-31T21:26:45Z<p>Masterhacket213: /* {{clr|3|2S}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|Robo-Ky doesn't eat the shells<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|The Typical Tsundere Fan Slap<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229423GGACR/Robo-Ky2021-08-31T21:23:51Z<p>Masterhacket213: /* {{clr|5|j.D}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|Robo-Ky doesn't eat the shells<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Pew-Pew Eye Lasers!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|The Typical Tsundere Fan Slap<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229422GGACR/Robo-Ky2021-08-31T21:21:38Z<p>Masterhacket213: /* {{clr|3|j.S}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|Robo-Ky doesn't eat the shells<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Pew-Pew Eye Lasers!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|On my way to beat Inspector Gadget's ass.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|The Typical Tsundere Fan Slap<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky&diff=229421GGACR/Robo-Ky2021-08-31T21:14:33Z<p>Masterhacket213: /* S-KY-line */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=Robot. Ky. Gimmic-ky.<br />
<br />
Ky's robotic doppelganger. Despite having a few similar normals, Robo-Ky plays very differently than his human counterpart. 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.<br />
<br />
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.<br />
|lore= Originally a prototype found in ''GGX Plus'' made by an unknown scientist, the Robo-Kys created by the Post-War Administration Bureau were a means to gather info on fighters/figureheads for their potential and means to control them via using the guise of police officer and former Crusades general Ky Kiske to ruin his credibility. While such missions went well at first, these K-Series models eventually started to grow more defective as time went on, developing sleazy and perverted personalities of their own accord and ultimately becoming comic relief (with plans to scrap them for a more effective and loyal set of models due to their rise of decreased success rate on missions).<br />
|voice_actor= Takumi Ino'ue<br />
|quote= I DETEST NO GOOD FELLOWS!<br />
|summary= plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.<br />
|pros=<br />
* '''Extremely Tanky''': High defense and high stun meter; very hard to stun and also is very heavy enough to limit juggles against him.<br />
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.<br />
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.<br />
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.<br />
* '''Air Zone Restriction''': Good at controlling a large air space in front of him, restricting the opponent’s movement. Even has one of the best DP anti-airs in the game at high meter levels.<br />
* '''Strong tick throw and frame trap game''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.<br />
|cons=<br />
* '''Huge Meter Dependence''': Leads him to being vulnerable at round start in some matchups, and overall very resource intensive and may even get locked out of combo routes due to having too much meter which requires him to improvise his conversions based on current available meter and current heat.<br />
* '''Defensive limitations''': 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game, on top of having a low guts rating to offset his high defense and huge weight/gravity.<br />
* '''Low average damage off random hits''': On top of gatling routes with unconventional normals, most of his big burst damage combos generally leave him with no resources and very high heat.<br />
* '''Limited air combo reward''': Has no real means to score solid knockdowns off of an air combo due to all of them being easy to tech at heavily prorated thresholds.<br />
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools out of fear of overheating.<br />
* '''Lockdown and okizeme tools require forethought and setup''': As a result, he has few opportunities to lock the opponent down to safely use his high/low tools.<br />
|unique_mechanic1_name= Electric Gauge<br />
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]<br />
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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}).<br />
<br />
For the following meter ranges, his specials are set to corresponding levels:<br />
*0 bars = Lvl 1 specials<br />
*1-4 bars = Lvl 2 specials<br />
*5-10 bars = Lvl 3 specials<br />
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.<br />
|unique_mechanic2_name= Heat Gauge<br />
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.<br />
<br />
This gauge representing heat changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|2H}}. In addition to building heat from various normal and special attacks, Robo-Ky also gains heat from backdashing and blocking, with the amount depending on the [http://www.dustloop.com/wiki/index.php?title=GGACR/Attack_Attributes#Attack_Level level] of the blocked attack; the amount built does not change between normal block, faultless defense, instant block or even slashback. In addition to moves that reduce his heat gauge, running also slightly reduces temperature. At 80+ heat, Robo's non-projectile attacks do 10% more damage and have additional hitstun, giving him combos limited to high heat. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard!<br />
*30-49 heat, 30 is the lowest default value of heat <br />
*50-79 heat<br />
*80-99 heat<br />
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves ==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5P.png|ZA HANDO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Very oppressive jab. Go-to button for pressure.<br />
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.<br />
*Great move to raise guard gauge.<br />
*Link into 5k/2k/2s on block for mixup.<br />
*Combo into 5s/2s for B&B.<br />
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).<br />
<br />
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5K.png|Pestering Standing Low<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Robo-Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Robo-Ky_5K-3-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.<br />
*Standing low, always a pain to deal with.<br />
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws<br />
*Self cancelling.<br />
*Spam it to try and get them to stand up, or just generally annoy them<br />
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.<br />
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.<br />
<br />
'''Supplementary Frame Data:''' ''Initial prorate 85%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Mainly used for pressure and combos.<br />
*Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options.<br />
*Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|6P}}).<br />
*On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo.<br />
*Combos into {{clr|5|5D}} on counterhit.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_fS.png|Arms extend for a far poke.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Robo's most consistent long ranged poke.<br />
*Lets Robo poke into {{clr|5|2D}} for basic neutral.<br />
*Causes a slow, floaty, and convertable knockdown on Counter Hit<br />
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.<br />
*Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|2H}} to fish for a counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|The Clutchest<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The blessing and the curse.<br />
*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 {{clr|4|5H}} comes out. However, this habit is extremely punishable when baited.<br />
*Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.<br />
*In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.<br />
*{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|3|214S}}.<br />
</div><br />
</div><br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6P.png|Robo-Ky doesn't eat the shells<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=1st Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (1)}}<br />
|-<br />
{{AttackVersion|name=2nd, 3rd Hit}}<br />
{{#lst:{{PAGENAME}}/Data|6P (2-3)}}<br />
|}<br />
==== ====<br />
The elbow shotgun.<br />
*Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain.<br />
*Pretty good horizontal range and can be used as a poke in neutral.<br />
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.<br />
*Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|2S}} knockdown.<br />
*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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|6P}}.<br />
*If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|6P}} loops in the corner off a juggle.<br />
*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.<br />
----<br />
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.<br />
*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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_6H.png|Steam. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|6H Lv3}}<br />
|}<br />
==== ====<br />
Primary Heat management tool.<br />
*Level 1 exists between 30-49 Heat.<br />
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.<br />
*Can be used to cancel out projectiles, although better options exist.<br />
----<br />
*Level 2 exists between 50-79 Heat.<br />
*The most useful version of {{clr|4|6H}}.<br />
*Amazing as a meaty. If you do not have enough time to {{clr|5|2D}} and {{clr|3|236S}}, {{clr|4|6H}} at this temperature range is a very good option. Leads to a good frame trap or tick throw.<br />
*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.<br />
*Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.<br />
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.<br />
----<br />
*Level 3 exists between 80-99 Heat.<br />
*This is generally used for blockstrings and combos.<br />
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high heat.<br />
*Still safe on block, but not advantageous like Lvl 2.<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5D.png|Great Dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
No longer impossible to block.<br />
*Hits high.<br />
*Better range than f.s so difficult to punish by many on block at maximum range.<br />
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .<br />
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.<br />
</div><br />
</div><br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2P.png|Good poke for smaller characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
A decent short range poke.<br />
*Its primary use is to keep pressure after a {{clr|3|c.S}} due to the fact that it is the only consistent normal Robo can chain into that is plus on block.<br />
*Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}.<br />
**Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure.<br />
**Attempt a tick throw.<br />
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.<br />
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)<br />
<br />
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''<br />
</div><br />
</div><br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2K.png|Combo starter and evasion-based normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.<br />
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.<br />
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.<br />
*Combo into 2s for B&B.<br />
*Will build heat, so must be used in moderation at high heat.<br />
<br />
'''Supplementary Frame Data:''' ''Low Profile 7-22F. 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).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2S.png|Pew-Pew Eye Lasers!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12)<br />
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2S Heat}}<br />
|}<br />
==== ====<br />
Robo-Ky's actual sweep.<br />
*Cancel into {{clr|4|5H}} FRC on block or hit to stuff/continue pressure/BnB.<br />
*Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional).<br />
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.<br />
*If the opponent is blocking {{clr|3|236S}}, you can attempt a combo starter with {{clr|3|2S}}~{{clr|4|5H}} FRC instead of {{clr|2|2K}}, as it does not prorate!<br />
----<br />
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.<br />
*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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode.<br />
*In 80+ heat, this move will give small amounts of meter.<br />
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name=Over 80% Heat}}<br />
{{#lst:{{PAGENAME}}/Data|2H Heat}}<br />
|}<br />
==== ====<br />
Projectile.<br />
*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!<br />
*Gives small amounts of meter on hit and block.<br />
*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.<br />
*Despite being negative on block, it can be used as a frame trap with the dragon punch.<br />
*On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.<br />
*At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to {{clr|5|2D}} or harass with more {{clr|4|2H}} as they fall or tech in more predictable trajectories.<br />
*After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|2K}}!<br />
----<br />
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, {{clr|4|2H}} also builds heat, this move cannot be abused and must be used with a little more caution.<br />
*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, but gives enough time for okizeme in most cases.<br />
*Fishing for a counterhit {{clr|4|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.<br />
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4<br />
<br />
'''Supplementary Frame Data:''' ''FRC Timing 19-21F<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Probably Robo's best air to air normal.<br />
*Very fast with low recovery makes this a great air normal.<br />
*Jump and special cancellable and gatlings into all air normals including itself.<br />
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16<br />
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Robo’s go to air combo starter.<br />
*Jump cancellable, special cancellable, and gatlings into all his other air normals.<br />
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.<br />
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.<br />
*From a TK FB, can be used in a very tricky mixup.<br />
**TK FB {{clr|2|j.K}} for instant overhead.<br />
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.<br />
**TK FB whiff {{clr|2|j.K}} throw/command throw.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jS.png|''In robot voice'' BANNED, NOW GO TO NEUTRAL JAIL<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
This is his “big damage” air normal.<br />
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.<br />
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.<br />
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.<br />
<br />
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jH.png|"Hot" alternative to {{clr|5|j.D}} for ending air combos<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Robo-Ky_jH-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A good air to air normal.<br />
*Has long horizontal range and a rewarding counterhit.<br />
*Very fast, so it is possible to miss the airthrow, but still land the counterhit.<br />
*Builds large amounts of heat. This can be both a good and a bad thing.<br />
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.<br />
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.<br />
<br />
'''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.''<br />
</div><br />
</div><br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_jD.png|On my way to beat Inspector Gadget's ass.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
An air normal that is generally used at the end of an air combo. <br />
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. <br />
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_throw.png|The Typical Tsundere Fan Slap<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Above average ranged throw, converts with meter.<br />
*Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}.<br />
*After landing a throw, Robo can decide to {{clr|5|2D}} and apply pressure or FRC into a combo.<br />
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.<br />
**Examples: https://youtu.be/U7CV2ZOa1nY<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option.<br />
<br />
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''<br />
</div><br />
</div><br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_5H.png|Sometimes you just gotta assert dominance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.<br />
<br />
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Special Moves ==<br />
===<big>Overheat Explosion</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_Overheatexplosion.png|'''痛い'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Overheat}}<br />
|}<br />
==== ====<br />
Mostly a bad thing. Try to manage heat, so that you don’t overheat. <br />
*In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.<br />
*As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.<br />
<br />
'''Supplementary Frame Data:''' ''This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards.''<br />
</div><br />
</div><br />
<br />
===<big>Delayed Getup</big>===<br />
<span class="input-badge">'''knocked down > {{clr|1|P}}+{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_DelayedGetup.png|Might as well talk some shit while you're down there<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Delayed Wakeup}}<br />
|}<br />
==== ====<br />
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.<br />
*Use this to mess with opponent’s wakeup pressure.<br />
*Cannot be performed if Robo is hit otg.<br />
<br />
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''<br />
</div><br />
</div><br />
<br />
===<big>Gimmic-KY</big>===<br />
<span class="input-badge">'''{{clr|5|2D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
The meter mat. You're gonna be throwing this puppy out a lot.<br />
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.<br />
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).<br />
*This mat also gives the opponent meter if they stand on it too.<br />
<br />
'''Supplementary Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame.''<br />
</div><br />
</div><br />
===<big>Don't Get Coc-KY!</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236S.png|The Blockstun Bazooka<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236S Lv3}}<br />
|}<br />
==== ====<br />
Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a {{clr|5|2D}}, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.<br />
* All versions can be low profiled, keep wary of characters who can go under it.<br />
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use. <br />
----<br />
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.<br />
<br />
* More time to run the oki gamut.<br />
* Range is not that great, so it won’t get much mileage if done from a blockstring.<br />
----<br />
Level 3 bazooka is generally the go-to move after a knockdown.<br />
<br />
* Substantially plus, giving you plenty of time to run the mixup.<br />
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.<br />
** Be wary of opponents jumping over it when used this way.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Fun-KY</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_214S.png|Joust<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|214S Lv3}}<br />
|}<br />
==== ====<br />
Pony. Useful for pressure and combos.<br />
*Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.<br />
*Despite being +2, it's quite a risk to go for. Avoid it.<br />
----<br />
Lvl 2 is substantially better. Robo gains some actual momentum.<br />
*Can be used after {{clr|3|c.S}} or on an opponent’s wakeup as a throw bait.<br />
*On Counter Hit, causes a ground slide that can combo into a Robodash. <br />
*At high heat, it can be looped on standing or aerial opponents for big damage.<br />
----<br />
Lvl 3 is far more dangerous.<br />
*Plus on block, causes a launch on hit, and a wallbounce on counterhit. <br />
**If the opponent is too far away from the wall, they can tech before they get back to you. <br />
*Can be used after {{clr|3|c.S}} or {{clr|3|f.S}} to get in and reapply pressure along with baiting wakeup throws from opponents. <br />
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke. <br />
*At 80+ heat, it can be looped for massive damage and a knockdown.<br />
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.<br />
</div><br />
</div><br />
<br />
===<big>Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|Right outta da park<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Ground, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|623H Lv3}}<br />
|}<br />
==== ====<br />
Robo’s dragon punch. <br />
Grounded and air versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.<br />
<br />
*Lvl 1 DP is of little use while grounded. <br />
*Has no strike invincibility, pretty weak.<br />
*Has a passable level of throw invuln, but you're still better off just jumping in that case.<br />
----<br />
Lvl 2 is an actual Dragon Punch.<br />
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out. <br />
----<br />
Lvl 3 is your most reliable "get outta dodge" move.<br />
*Will auto follow up into a super if the first hit connects. <br />
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.<br />
</div><br />
</div><br />
<br />
===<big>Air Hun-KY Homerun</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Air, Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv1}}<br />
|-<br />
{{AttackVersion|name=Air, Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv2}}<br />
|-<br />
{{AttackVersion|name=Air, Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Lv3}}<br />
|}<br />
==== ====<br />
Lvl 1 is mostly used to end air combos where applicable.<br />
----<br />
Lvl 2 hits overhead, can be followed up when FRC'd.<br />
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.<br />
----<br />
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.<br />
*Can still be RCed into a big combo even if you miss the FRC.<br />
</div><br />
</div><br />
===<big>Jun-KY Bargain</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236S.png|From Limp to Stunning.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv1}}<br />
|-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv2}}<br />
|-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Lv3}}<br />
|}<br />
==== ====<br />
The air missile. This move has various uses depending on its level.<br />
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used.<br />
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:<br />
**The easier way is to neutral jump after the missile.<br />
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.<br />
----<br />
Lvl 2 is the most versatile version.<br />
*7 frames of startup, can be used as an air to air option. <br />
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist.<br />
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route.<br />
<br />
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.''<br />
----<br />
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. <br />
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.<br />
<br />
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with.<br />
</div><br />
</div><br />
===<big>Spi-KY</big>===<br />
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_66X.png|A return to form, from a game that Robo-Ky wasn't even in<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X}}<br />
|}<br />
==== ====<br />
Strong, invincible dash attack which is very difficult to contest.<br />
*After running for a minimum of 20 frames, press any attack button that isn’t D.<br />
*Good tool at full screen or from a knockdown.<br />
*First half of the attack is great for swatting opponents out of the air, while the latter half will hit tricky low profile moves like Sol's 2D.<br />
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.<br />
*On hit you have to choose between the meter gain or cancelling for damage.<br />
</div><br />
</div><br />
<br />
===<big>S-KY-line</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214K}}<br />
|}<br />
==== ====<br />
The meter stealing command throw.<br />
*Deals a floaty knockdown, giving Robo plenty of time for a set up (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.)<br />
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo.<br />
*Using the fact that {{clr|5|2D}} also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially.<br />
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.<br />
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
===<big>Today's S-KY's Beautiful</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_j236D.png|Stormlockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
Fast air mobility tool which can keep you low to the ground.<br />
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. <br />
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.<br />
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.<br />
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though.<br />
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one).<br />
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Overdrives ==<br />
===<big>What's Useless Will Always Be So</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless. <br />
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|3|236236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S}}<br />
|-<br />
{{AttackVersion|name=Headbutt|subtitle={{clr|3|236S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236S 214S}}<br />
|}<br />
==== ====<br />
The most versatile Robo Super.<br />
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.<br />
*A potential frame trap tool. If done while standing on a {{clr|5|2D}} mat, it ends up being a net of about -20% meter with no meter gain penalty.<br />
*Using the followup attack it can also be used as a tool to reset heat.<br />
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.<br />
----<br />
The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.<br />
*Can be safe dependent on spacing.<br />
*Lowers Robo's heat significantly on use.<br />
</div><br />
</div><br />
<br />
===<big>Whac-KY Blow</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.<br />
*The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.<br />
*Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.<br />
*Probably Robo's most reliable anti-air.<br />
*There are situations where the super can be followed up with an air combo which ends up doing lots of damage.<br />
*This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.<br />
<br />
'''Supplementary Frame Data:''' ''Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing.''<br />
</div><br />
</div><br />
<br />
===<big>Ris-KY Lovers</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_236236P.png|OVERCLOCK<br />
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activate|subtitle={{clr|1|236236P}}}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|-<br />
{{AttackVersion|name=Detonation}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Explosion}}<br />
|}<br />
==== ====<br />
Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.<br />
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter. <br />
*Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.<br />
*Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick. <br />
*Many characters still have no problems outmaneuvering Robo even while in the install mode.<br />
*If you are in this mode and you connect with a Level 3 {{clr|3|214S}}, you can juggle with {{clr|3|236236S}} until you explode. You can also {{clr|3|236236S}} after his {{clr|2|63214K}} command grab. These are both ideal combo routes as it will prevent your opponent from bursting.<br />
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.<br />
<br />
----<br />
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo. <br />
*After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.<br />
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.<br />
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a {{clr|5|2D}}~frame perfect Robo Dash~{{clr|1|236236P}}~{{clr|3|236236S}}~explode (The Nezu Combo).<br />
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>13 Luck-KY</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_RoboKy_IK1.png|Totally not Impala Hunt<br />
GGAC_RoboKy_IK2.png|Send out the mini-robo-army!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.<br />
<br />
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Robo-Ky}}<br />
{{clear}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Robo-Ky]]</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Strategy&diff=222240GGACR/Robo-Ky/Strategy2021-07-15T03:25:22Z<p>Masterhacket213: /* Round Start */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==General Tactics==<br />
<br />
===== Round Start =====<br />
<br />
Robo-ky's specials at level 1 are very, '''very''' bad. Due to this, and also due to his unorthodox normal moves, Robo-ky will be at disadvantage during almost every round start. Certain matchups won't have such difficult start, like against Millia. But with MUs like Axl, you will have an incredible hard time doing anything before getting meter for level 3, even deploying mat is sometimes impossible. Due to this, one of the most crucial aspects to be a good Robo-ky, is your ability to Instant Block.<br />
<br />
Robo-ky benefits much more from IB than the cast, he gains more meter per IB and the gaps created by IB are able to be contested with Robo's level 3 DP or punch super. Thus he may completely reverse the situation against an opponent that is careless with his blockstrings, even if you don't, you can still get level 3 by IB'ing 1-2 blockstrings, gaining access to your powerful arsenal of level 3 tools without risking yourself too much, though your guard gauge might end up almost full against some heavy hitters.<br />
<br />
Having that in mind, there are indeed some things a Robo can try during round start besides retreating to deploy the mat. His 5P is an excellent move, fast and with a very disjointed hitbox, it can stuff long moves like Sol's f.S/H at round start, you can Option Select it with 2D. Try pressing 2D during 5P's active frames, if the 5P connects, it will be cancelled into mat, and you can safely approach due to the opponent taking a counter hit from that. If the 5P doesn't connect, 2D won't come out because it was pressed during a move, so you will be safe. This isn't a fail safe strategy, but it's one of your options. Certain characters round start options also get beaten by Robo's 2P or even 2K, so keep that in mind.<br />
<br />
While it's true that Robo-ky is at his weakest during the start of the round and isn't much of a threat, it doesn't mean that it can't change very fast. j.S and j.H are frightening moves, with powerful counter hits. j.S counter hit gives you a ground bounce, enabling you to hit robo dash and get to level 3 almost immediately, no matter if it hits OTG or in the air. j.H from round start position will probably net you a wallsplat, giving you a free robo dash, with corner, oki and level 3 to boot, taking the match instantly to your favor. Against setplay characters like Venom, or players in general that like to create distance and zone you, you can try to pursue and hit them with Robo dash, it's fully invincible during the second half of the startup up to the last active frame, giving you too free level 3 if they get hit. If you already instilled fear into your opponent with these tools, it can make them hesitate to chase you at round start, allowing you to retreat to deploy mat or even try to pressure them a little to deploy mat from a blockstring. <br />
<br />
6P has a long range and can catch late jumps and moves from certain characters, it will knock them far away from you, while you can safely deploy mat and get meter. Beware that it can get stuffed by faster moves or low profiled by almost all sweeps.<br />
<br />
==Blockstrings==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! String<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}}> {{clr|5|2D}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|2P}} > {{clr|3|236S}}<br />
|-<br />
| {{clr|2|2K}} > {{clr|4|6H}} at 50°-80°<br />
|}<br />
<br />
{{clr|1|2P}} can be used as a whiff to end pressure strings. Follow up with either {{clr|4|6H}}, {{clr|1|6P}}, or {{clr|3|j.236S}}.<br />
Ending pressure strings with level 3 {{clr|3|214S}} can catch people off guard.<br />
<br />
== Okizeme ==<br />
<br />
===Setups===<br />
Robo-Ky's most basic Okizeme will begin by comboing into a {{clr|3|2S}} knockdown > {{clr|3|2D}}, then set up a level 2+ {{clr|3|236S}}. Assuming the opponent blocks on wakeup, this gives you plenty of time to run the mixup.<br />
<br />
If you scored the knockdown by less ideal means, such as a {{clr|1|6P}}, here are a few other options:<br />
<br />
Meaty {{clr|1|5P}} into pressure; doesn't work on characters that can duck it like Faust or Zappa; use {{clr|1|2P}} instead here.<br />
<br />
Meaty {{clr|4|6H}} at 50-80 heat into pressure; very advantageous on block, and has no pushback.<br />
<br />
===Mixups===<br />
*While they're blocking a level 2+ {{clr|3|236S}} missile:<br />
**{{clr|1|j.P}} whiff: If opponent is blocking the {{clr|3|236S}}, normal jump toward them and throw out a {{clr|1|j.P}}, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.<br />
**Dash at them, threatening a Robodash or {{clr|2|63214K}}.<br />
**{{clr|5|j.214D}}, threatening an overhead or empty land into {{clr|2|63214K}}.<br />
<br />
*After meaty {{clr|1|5P}}:<br />
Link into {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|2S}}<br />
<br />
==Tips and Tricks==<br />
<br />
A playlist of Nagao's Robo tech. Some of the material in this playlist may be outdated in the most recent version of the game. Note that the Dustloop forum guides do not correctly link to this playlist.<br />
<br /><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
Some common situations against the cast, and how Robo-ky can use his tools against them.<br />
<br><br />
https://www.youtube.com/watch?v=wpTj96DP-HE<br />
<br />
==Fighting Robo-Ky==<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Strategy&diff=222239GGACR/Robo-Ky/Strategy2021-07-15T03:18:17Z<p>Masterhacket213: /* General Tactics */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==General Tactics==<br />
<br />
===== Round Start =====<br />
<br />
Robo-ky's specials at level 1 are very, '''very''' bad. Due to this, and also due to his unorthodox normal moves, Robo-ky will be at disadvantage during almost every round start. Certain matchups won't have such difficult start, like against Millia. But with MUs like Axl, you will have an incredible hard time doing anything before getting meter for level 3, even deploying mat is sometimes impossible. Due to this, one of the most crucial aspects to be a good Robo-ky, is your ability to Instant Block.<br />
<br />
Robo-ky benefits much more from IB than the cast, he gains more meter per IB and the gaps created by IB are able to be contested with Robo's level 3 DP. Thus he may completely reverse the situation against an opponent that is careless with his blockstrings, even if you don't, you can still get level 3 by IB'ing 1-2 blockstrings, gaining access to your powerful arsenal of level 3 tools without risking too much.<br />
<br />
Having that in mind, there are indeed some things a Robo can try during round start besides retreating to deploy the mat. His 5P is an excellent move, fast and with a very disjointed hitbox, it can stuff long moves like Sol's f.S/H at round start, you can Option Select it with 2D. Try pressing 2D during 5P's active frames, if the 5P connects, it will be cancelled into mat, and you can safely approach due to the opponent taking a counter hit from that. If the 5P doesn't connect, 2D won't come out because it was pressed during a move, so you will be safe. This isn't a fail safe strategy, but it's one of your options. Certain characters round start options also get beaten by Robo's 2P or even 2K, so keep that in mind.<br />
<br />
While it's true that Robo-ky is at his weakest during the start of the round and isn't much of a threat, it doesn't mean that it can't change very fast. j.S and j.H are frightening moves, with powerful counter hits. j.S counter hit gives you a ground bounce, enabling you to hit robo dash and get to level 3 almost immediately, no matter if it hits OTG or in the air. j.H from round start position will probably net you a wallsplat, giving you a free robo dash, with corner, oki and level 3 to boot, taking the match instantly to your favor. Against setplay characters like Venom, or players in general that like to create distance and zone you, you can try to pursue and hit them with Robo dash, it's fully invincible during the second half of the startup up to the last active frame, giving you too free level 3 if they get hit. If you already instilled fear into your opponent with these tools, it can make them hesitate to chase you at round start, allowing you to retreat to deploy mat or even try to pressure them a little to deploy mat from a blockstring. <br />
<br />
6P has a long range and can catch late jumps and moves from certain characters, it will knock them far away from you, while you can safely deploy mat and get meter. Beware that it can get stuffed by faster moves or low profiled by almost all sweeps.<br />
<br />
==Blockstrings==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! String<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}}> {{clr|5|2D}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|2P}} > {{clr|3|236S}}<br />
|-<br />
| {{clr|2|2K}} > {{clr|4|6H}} at 50°-80°<br />
|}<br />
<br />
{{clr|1|2P}} can be used as a whiff to end pressure strings. Follow up with either {{clr|4|6H}}, {{clr|1|6P}}, or {{clr|3|j.236S}}.<br />
Ending pressure strings with level 3 {{clr|3|214S}} can catch people off guard.<br />
<br />
== Okizeme ==<br />
<br />
===Setups===<br />
Robo-Ky's most basic Okizeme will begin by comboing into a {{clr|3|2S}} knockdown > {{clr|3|2D}}, then set up a level 2+ {{clr|3|236S}}. Assuming the opponent blocks on wakeup, this gives you plenty of time to run the mixup.<br />
<br />
If you scored the knockdown by less ideal means, such as a {{clr|1|6P}}, here are a few other options:<br />
<br />
Meaty {{clr|1|5P}} into pressure; doesn't work on characters that can duck it like Faust or Zappa; use {{clr|1|2P}} instead here.<br />
<br />
Meaty {{clr|4|6H}} at 50-80 heat into pressure; very advantageous on block, and has no pushback.<br />
<br />
===Mixups===<br />
*While they're blocking a level 2+ {{clr|3|236S}} missile:<br />
**{{clr|1|j.P}} whiff: If opponent is blocking the {{clr|3|236S}}, normal jump toward them and throw out a {{clr|1|j.P}}, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.<br />
**Dash at them, threatening a Robodash or {{clr|2|63214K}}.<br />
**{{clr|5|j.214D}}, threatening an overhead or empty land into {{clr|2|63214K}}.<br />
<br />
*After meaty {{clr|1|5P}}:<br />
Link into {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|2S}}<br />
<br />
==Tips and Tricks==<br />
<br />
A playlist of Nagao's Robo tech. Some of the material in this playlist may be outdated in the most recent version of the game. Note that the Dustloop forum guides do not correctly link to this playlist.<br />
<br /><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
Some common situations against the cast, and how Robo-ky can use his tools against them.<br />
<br><br />
https://www.youtube.com/watch?v=wpTj96DP-HE<br />
<br />
==Fighting Robo-Ky==<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=222204GGACR/Robo-Ky/Combos2021-07-14T22:03:45Z<p>Masterhacket213: /* Standard Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} || Can whiff against ABA<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Anywhere || - 1 block || All || {{clr|2| Easy}} || Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.<br />
|-<br />
| 5K > c.S > 6P , 2D || Anywhere || Net Gain || All || {{clr|2|Easy}} || Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.<br />
|-<br />
| 63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5H/2P , 2D || Anywhere || - 5 blocks || All || {{clr|3|Medium}} || Make sure to not delay too much and hit them OTG. The possible enders will depend on the opponent's character weight. The 236S ender will only wallbounce at around 92-99 heat, visually it's around halfway through the last block on the heat gauge.<br />
|-<br />
| 5K > 5k > c.S > 236236SSSS... > 236S || Anywhere || - 5 blocks || All || {{clr|2|Easy}} || This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.<br />
|-<br />
| 214S > 236236SSSS... > 236S || Anywhere || -6 blocks || All || {{clr|2|Easy}} || Requires level 3. Basic conversion from stray hit level 3 horse.<br />
|-<br />
| TK DP RC/FRC > j.236SxN || Corner || - All meter || All || {{clr|5|Very Hard}} || Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.S > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.H > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2H > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5D > j.D (6 hits) > j.D > j.236S/j.623H || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Strategy&diff=222039GGACR/Robo-Ky/Strategy2021-07-13T22:40:20Z<p>Masterhacket213: /* Tips and Tricks */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==General Tactics==<br />
<br />
<br />
==Blockstrings==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! String<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}}> {{clr|5|2D}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|2P}} > {{clr|3|236S}}<br />
|-<br />
| {{clr|2|2K}} > {{clr|4|6H}} at 50°-80°<br />
|}<br />
<br />
{{clr|1|2P}} can be used as a whiff to end pressure strings. Follow up with either {{clr|4|6H}}, {{clr|1|6P}}, or {{clr|3|j.236S}}.<br />
Ending pressure strings with level 3 {{clr|3|214S}} can catch people off guard.<br />
<br />
== Okizeme ==<br />
<br />
===Setups===<br />
Robo-Ky's most basic Okizeme will begin by comboing into a {{clr|3|2S}} knockdown > {{clr|3|2D}}, then set up a level 2+ {{clr|3|236S}}. Assuming the opponent blocks on wakeup, this gives you plenty of time to run the mixup.<br />
<br />
If you scored the knockdown by less ideal means, such as a {{clr|1|6P}}, here are a few other options:<br />
<br />
Meaty {{clr|1|5P}} into pressure; doesn't work on characters that can duck it like Faust or Zappa; use {{clr|1|2P}} instead here.<br />
<br />
Meaty {{clr|4|6H}} at 50-80 heat into pressure; very advantageous on block, and has no pushback.<br />
<br />
===Mixups===<br />
*While they're blocking a level 2+ {{clr|3|236S}} missile:<br />
**{{clr|1|j.P}} whiff: If opponent is blocking the {{clr|3|236S}}, normal jump toward them and throw out a {{clr|1|j.P}}, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.<br />
**Dash at them, threatening a Robodash or {{clr|2|63214K}}.<br />
**{{clr|5|j.214D}}, threatening an overhead or empty land into {{clr|2|63214K}}.<br />
<br />
*After meaty {{clr|1|5P}}:<br />
Link into {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|2S}}<br />
<br />
==Tips and Tricks==<br />
<br />
A playlist of Nagao's Robo tech. Some of the material in this playlist may be outdated in the most recent version of the game. Note that the Dustloop forum guides do not correctly link to this playlist.<br />
<br /><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
Some common situations against the cast, and how Robo-ky can use his tools against them.<br />
<br><br />
https://www.youtube.com/watch?v=wpTj96DP-HE<br />
<br />
==Fighting Robo-Ky==<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Strategy&diff=222038GGACR/Robo-Ky/Strategy2021-07-13T22:39:30Z<p>Masterhacket213: /* Tips and Tricks */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==General Tactics==<br />
<br />
<br />
==Blockstrings==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! String<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}}> {{clr|5|2D}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|2P}} > {{clr|3|236S}}<br />
|-<br />
| {{clr|2|2K}} > {{clr|4|6H}} at 50°-80°<br />
|}<br />
<br />
{{clr|1|2P}} can be used as a whiff to end pressure strings. Follow up with either {{clr|4|6H}}, {{clr|1|6P}}, or {{clr|3|j.236S}}.<br />
Ending pressure strings with level 3 {{clr|3|214S}} can catch people off guard.<br />
<br />
== Okizeme ==<br />
<br />
===Setups===<br />
Robo-Ky's most basic Okizeme will begin by comboing into a {{clr|3|2S}} knockdown > {{clr|3|2D}}, then set up a level 2+ {{clr|3|236S}}. Assuming the opponent blocks on wakeup, this gives you plenty of time to run the mixup.<br />
<br />
If you scored the knockdown by less ideal means, such as a {{clr|1|6P}}, here are a few other options:<br />
<br />
Meaty {{clr|1|5P}} into pressure; doesn't work on characters that can duck it like Faust or Zappa; use {{clr|1|2P}} instead here.<br />
<br />
Meaty {{clr|4|6H}} at 50-80 heat into pressure; very advantageous on block, and has no pushback.<br />
<br />
===Mixups===<br />
*While they're blocking a level 2+ {{clr|3|236S}} missile:<br />
**{{clr|1|j.P}} whiff: If opponent is blocking the {{clr|3|236S}}, normal jump toward them and throw out a {{clr|1|j.P}}, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.<br />
**Dash at them, threatening a Robodash or {{clr|2|63214K}}.<br />
**{{clr|5|j.214D}}, threatening an overhead or empty land into {{clr|2|63214K}}.<br />
<br />
*After meaty {{clr|1|5P}}:<br />
Link into {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|2S}}<br />
<br />
==Tips and Tricks==<br />
<br />
A playlist of Nagao's Robo tech. Some of the material in this playlist may be outdated in the most recent version of the game. Note that the Dustloop forum guides do not correctly link to this playlist.<br />
<br /><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
Some common situations against the cast, and how Robo-ky can use his tools against them.<br />
https://www.youtube.com/watch?v=wpTj96DP-HE<br />
<br />
==Fighting Robo-Ky==<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221939GGACR/Robo-Ky/Combos2021-07-13T17:36:34Z<p>Masterhacket213: /* {{clr|5|5D}} Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} || Can whiff against ABA<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Anywhere || - 1 block || All || {{clr|2| Easy}} || Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.<br />
|-<br />
| 5K > c.S > 6P , 2D || Anywhere || Net Gain || All || {{clr|2|Easy}} || Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.<br />
|-<br />
| 63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5h/2p , 2d || Anywhere || - 5 blocks || All || {{clr|3|Medium}} || Make sure to not delay too much and hit them otg. The possible enders will depend on the opponent's character weight.<br />
|-<br />
| 5K > 5k > c.S > 236236SSSS... > 236S || Anywhere || - 5 blocks || All || {{clr|2|Easy}} || This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.<br />
|-<br />
| 214S > 236236SSSS... > 236S || Anywhere || -6 blocks || All || {{clr|2|Easy}} || Requires level 3. Basic conversion from stray hit level 3 horse.<br />
|-<br />
| TK DP RC/FRC > j.236SxN || Corner || - All meter || All || {{clr|5|Very Hard}} || Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.S > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.H > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2H > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5D > j.D (6 hits) > j.D > j.236S/j.623H || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221937GGACR/Robo-Ky/Combos2021-07-13T17:35:39Z<p>Masterhacket213: /* Counter-hit Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} || Can whiff against ABA<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Anywhere || - 1 block || All || {{clr|2| Easy}} || Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.<br />
|-<br />
| 5K > c.S > 6P , 2D || Anywhere || Net Gain || All || {{clr|2|Easy}} || Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.<br />
|-<br />
| 63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5h/2p , 2d || Anywhere || - 5 blocks || All || {{clr|3|Medium}} || Make sure to not delay too much and hit them otg. The possible enders will depend on the opponent's character weight.<br />
|-<br />
| 5K > 5k > c.S > 236236SSSS... > 236S || Anywhere || - 5 blocks || All || {{clr|2|Easy}} || This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.<br />
|-<br />
| 214S > 236236SSSS... > 236S || Anywhere || -6 blocks || All || {{clr|2|Easy}} || Requires level 3. Basic conversion from stray hit level 3 horse.<br />
|-<br />
| TK DP RC/FRC > j.236SxN || Corner || - All meter || All || {{clr|5|Very Hard}} || Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.S > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.H > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2H > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221935GGACR/Robo-Ky/Combos2021-07-13T17:33:11Z<p>Masterhacket213: /* Standard Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} || Can whiff against ABA<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Anywhere || - 1 block || All || {{clr|2| Easy}} || Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.<br />
|-<br />
| 5K > c.S > 6P , 2D || Anywhere || Net Gain || All || {{clr|2|Easy}} || Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.<br />
|-<br />
| 63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5h/2p , 2d || Anywhere || - 5 blocks || All || {{clr|3|Medium}} || Make sure to not delay too much and hit them otg. The possible enders will depend on the opponent's character weight.<br />
|-<br />
| 5K > 5k > c.S > 236236SSSS... > 236S || Anywhere || - 5 blocks || All || {{clr|2|Easy}} || This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.<br />
|-<br />
| 214S > 236236SSSS... > 236S || Anywhere || -6 blocks || All || {{clr|2|Easy}} || Requires level 3. Basic conversion from stray hit level 3 horse.<br />
|-<br />
| TK DP RC/FRC > j.236SxN || Corner || - All meter || All || {{clr|5|Very Hard}} || Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221916GGACR/Robo-Ky/Combos2021-07-13T17:11:46Z<p>Masterhacket213: /* Standard Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} || Can whiff against ABA<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Anywhere || - 1 block || All || {{clr|2| Easy}} || Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.<br />
|-<br />
| 5K > c.S > 6P , 2D || Anywhere || Net Gain || All || {{clr|2|Easy}} || Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.<br />
|-<br />
| 63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5h/2p , 2d || Anywhere || - 5 blocks || All || {{clr|3|Medium}} || Make sure to not delay too much and hit them otg. The possible enders will depend on the opponent's character weight.<br />
|-<br />
| 5K > 5k > c.S > 236236SSSS... > 236S || Anywhere || - 5 blocks || All || {{clr|2|Easy}} || This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.<br />
|-<br />
| 214S > 236236SSSS... > 236S || Anywhere || -6 blocks || All || {{clr|2|Easy}} || Requires level 3. Basic conversion from stray hit level 3 horse.<br />
|-<br />
| TK DP RC/FRC > j.236SxN || Corner || - All meter || All || {{clr|5|Very Hard}} || Requires level 3, 75% or 100% meter. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221892GGACR/Robo-Ky/Combos2021-07-13T16:05:00Z<p>Masterhacket213: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || + 5-6 blocks || All || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || + 5-6 blocks || All || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || + 5-6 blocks || All* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || Anywhere || - 1 block || All || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221891GGACR/Robo-Ky/Combos2021-07-13T16:00:15Z<p>Masterhacket213: /* {{clr|5|5D}} Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || + 5-6 blocks || Anyone || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || + 5-6 blocks || Anyone || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || + 5-6 blocks || Anyone* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || anywhere || - 1 block || anyone || {{clr|4|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221890GGACR/Robo-Ky/Combos2021-07-13T15:59:57Z<p>Masterhacket213: /* Counter-hit Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || + 5-6 blocks || Anyone || {{clr|2|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || + 5-6 blocks || Anyone || {{clr|2|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || + 5-6 blocks || Anyone* || {{clr|2|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || anywhere || - 1 block || anyone || {{clr|5|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221889GGACR/Robo-Ky/Combos2021-07-13T15:58:28Z<p>Masterhacket213: /* {{clr|5|5D}} Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || 5-6 blocks || Anyone || {{clr|5|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || 5-6 blocks || Anyone || {{clr|5|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || 5-6 blocks || Anyone* || {{clr|5|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp || anywhere || - 1 block || anyone || {{clr|5|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221879GGACR/Robo-Ky/Combos2021-07-13T15:48:53Z<p>Masterhacket213: /* Counter-hit Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH j.s > robo dash || Anywhere || 5-6 blocks || Anyone || {{clr|5|Easy}} || You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.<br />
|-<br />
| CH j.h > robo dash || From midscreen at max || 5-6 blocks || Anyone || {{clr|5|Easy}} || CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.<br />
|-<br />
| Ground CH 2h > robo dash || Anywhere || 5-6 blocks || Anyone* || {{clr|5|Easy*}} || *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Cost !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp|| anywhere || 1 block || anyone || {{clr|5|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221864GGACR/Robo-Ky/Combos2021-07-13T14:52:12Z<p>Masterhacket213: /* {{clr|5|5D}} Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Cost !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 5d > j.d (6 hits) > j.d > air missile/dp|| anywhere || 1 block || anyone || {{clr|5|Hard}} || 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 level 2 missile, but you may end up out of reach for it, learn the distance.<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Matchups&diff=221782GGACR/Robo-Ky/Matchups2021-07-13T04:44:44Z<p>Masterhacket213: Matchups</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==Matchups==<br />
'''NOTE:''' Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/43-robo-ky-matchups/<br />
<br />
'''Things to note when discussing matchups:'''<br><br />
-General ratio<br><br />
-Optimal/inoptimal spacings<br><br />
-Strong/Weak buttons<br><br />
-Things to watch out for<br><br />
-Character specific confirms<br><br />
-etc etc<br />
<br />
{| class="wikitable"<br />
! {{Character Label|GGACR|A.B.A|24px}}<br />
| 4/6 ||You can punish moroha danzai with punch super between the hits, at all ranges. At point blank, you can punish goku moroha danzai with level 3 dp. If you hit your command grab, and it will empty moroha, you can RC the last hit and combo into IK.<br />
|-<br />
! {{Character Label|GGACR|Anji Mito|24px}}<br />
| 4.5/5.5 ||Delayed wakeup messes up the butterfly oki. 2k will interrupt fuujin and you will get a free knockdown. He gets big damage loops on Robo, and his 5p is level 3 just like yours, on top of being a great anti air.<br />
|-<br />
! {{Character Label|GGACR|Axl Low|24px}}<br />
| 3.5/6.5 ||You don't get to play until you get level 3. Your best bet is to back away and hope you get to deploy mat once, then IB until level 3. With level 3 you punish Axl heavily, level 3 horse beats 2p, 2h and his unblockable, not only that, but you will get a counter hit too. Watch out for counters and autoguard.<br />
|-<br />
! {{Character Label|GGACR|Baiken|24px}}<br />
| 4.5/5.5 || <br />
|-<br />
! {{Character Label|GGACR|Bridget|24px}}<br />
| 6/4 ||You can command throw him out of his reversal dp if you delay it a little.<br />
|-<br />
! {{Character Label|GGACR|Chipp Zanuff|24px}}<br />
| 6/4 || <br />
|-<br />
! {{Character Label|GGACR|Dizzy|24px}}<br />
| 4.5/5.5 || <br />
|-<br />
! {{Character Label|GGACR|Eddie|24px}}<br />
| 6/4 || <br />
|-<br />
! {{Character Label|GGACR|Faust|24px}}<br />
| 5/5 ||6p beats scalpel pull cleanly, 2h can also work and net a ch, but it's basically a read and you can get hit if you time it wrong. You can fight his air bombs with 2h, you can also make yourself safe with 2h frc, hitting the bomb with 2h as soon as possible can make faust hit himself.<br />
|-<br />
! {{Character Label|GGACR|I-No|24px}}<br />
| 5/5 || <br />
|-<br />
! {{Character Label|GGACR|Jam Kuradoberi|24px}}<br />
| 5/5 ||5k and 2k beat her low profile dash. Fullscreen card ryuujin will whiff if you are crouched, so you can try to read that and 2h her safely from that distance.<br />
|-<br />
! {{Character Label|GGACR|Justice|24px}}<br />
| 5/5 ||Robo dash and horse both trigger her counter, but it causes a unique interaction where justice performs the follow up animation while Robo ends his move as if it were blocked, she can be punished with micro dash 5k or super if you are fast enough. Level 3 missiles can pass through the gaps in the nukes if she doesn't detonate them, forcing her to block and giving you space to enter.<br />
|-<br />
! {{Character Label|GGACR|Johnny|24px}}<br />
| 5.5/4.5 || <br />
|-<br />
! {{Character Label|GGACR|Kliff Undersn|24px}}<br />
| 6/4 ||You can command throw his spot dodge.<br />
|-<br />
! {{Character Label|GGACR|Ky Kiske|24px}}<br />
| 5/5 || <br />
|-<br />
! {{Character Label|GGACR|May|24px}}<br />
| 5/5 ||2k goes under horizontal dolphin. You can command throw her during overhead kiss run.<br />
|-<br />
! {{Character Label|GGACR|Millia Rage|24px}}<br />
| 4/6 ||Delay wakeup to mess her disc okizeme.<br />
|-<br />
! {{Character Label|GGACR|Order-Sol|24px}} <br />
| 4/6 || <br />
|-<br />
! {{Character Label|GGACR|Potemkin|24px}}<br />
| 6/4 ||2h will beat his j.d cleanly all the time, as will it beat his other air moves. You completely destroy his air approach while grounded, so keep it that way. On the ground he oppresses you. Learn to crush hammerfall armor cancelling your ground moves into 5h or dp, or beat it with raw punch super.<br />
|-<br />
! {{Character Label|GGACR|Robo-Ky|24px}}<br />
| 10/0 || <br />
|-<br />
! {{Character Label|GGACR|Slayer|24px}}<br />
| 4.5/5.5 || <br />
|-<br />
! {{Character Label|GGACR|Sol Badguy|24px}}<br />
| 4/6 || <br />
|-<br />
! {{Character Label|GGACR|Testament|24px}}<br />
| 3.5/6.5 || <br />
|-<br />
! {{Character Label|GGACR|Venom|24px}}<br />
| 3.5/6.5 || <br />
|-<br />
! {{Character Label|GGACR|Zappa|24px}}<br />
| 3.5/6.5 ||5h will counter hit punish his summoning special if done as soon as possible, don't let him summon on block unpunished.<br />
|}<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Matchups&diff=221779GGACR/Robo-Ky/Matchups2021-07-13T04:27:29Z<p>Masterhacket213: /* Matchups */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==Matchups==<br />
'''NOTE:''' Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/43-robo-ky-matchups/<br />
<br />
'''Things to note when discussing matchups:'''<br><br />
-General ratio<br><br />
-Optimal/inoptimal spacings<br><br />
-Strong/Weak buttons<br><br />
-Things to watch out for<br><br />
-Character specific confirms<br><br />
-etc etc<br />
<br />
{| class="wikitable"<br />
! {{Character Label|GGACR|A.B.A|24px}}<br />
| 4/6 |You can punish moroha danzai with punch super between the hits, at all ranges. At point blank, you can punish goku moroha danzai with level 3 dp. If you hit your command grab, and it will empty moroha, you can RC the last hit and combo into IK.<br />
|-<br />
! {{Character Label|GGACR|Anji Mito|24px}}<br />
| 4.5/5.5 |Delayed wakeup messes up the butterfly oki. 2k will interrupt fuujin and you will get a free knockdown. He gets big damage loops on Robo, and his 5p is level 3 just like yours, on top of being a great anti air.<br />
|-<br />
! {{Character Label|GGACR|Axl Low|24px}}<br />
| 3.5/6.5 |You don't get to play until you get level 3. Your best bet is to back away and hope you get to deploy mat once, then IB until level 3. With level 3 you punish Axl heavily, level 3 horse beats 2p, 2h and his unblockable, not only that, but you will get a counter hit too. Watch out for counters and autoguard.<br />
|-<br />
! {{Character Label|GGACR|Baiken|24px}}<br />
| 4.5/5.5 || <br />
|-<br />
! {{Character Label|GGACR|Bridget|24px}}<br />
| 6/4 |You can command throw him out of his reversal dp if you delay it a little.<br />
|-<br />
! {{Character Label|GGACR|Chipp Zanuff|24px}}<br />
| 6/4 || <br />
|-<br />
! {{Character Label|GGACR|Dizzy|24px}}<br />
| 4.5/5.5 || <br />
|-<br />
! {{Character Label|GGACR|Eddie|24px}}<br />
| 6/4 || <br />
|-<br />
! {{Character Label|GGACR|Faust|24px}}<br />
| 5/5 |6p beats scalpel pull cleanly, 2h can also work and net a ch, but it's basically a read and you can get hit if you time it wrong. You can fight his air bombs with 2h, you can also make yourself safe with 2h frc, hitting the bomb with 2h as soon as possible can make faust hit himself.<br />
|-<br />
! {{Character Label|GGACR|I-No|24px}}<br />
| 5/5 || <br />
|-<br />
! {{Character Label|GGACR|Jam Kuradoberi|24px}}<br />
| 5/5 |5k and 2k beat her low profile dash. Fullscreen card ryuujin will whiff if you are crouched, so you can try to read that and 2h her safely from that distance.<br />
|-<br />
! {{Character Label|GGACR|Justice|24px}}<br />
| 5/5 |Robo dash and horse both trigger her counter, but it causes a unique interaction where justice performs the follow up animation while Robo ends his move as if it were blocked, she can be punished with micro dash 5k or super if you are fast enough. Level 3 missiles can pass through the gaps in the nukes if she doesn't detonate them, forcing her to block and giving you space to enter.<br />
|-<br />
! {{Character Label|GGACR|Johnny|24px}}<br />
| 5.5/4.5 || <br />
|-<br />
! {{Character Label|GGACR|Kliff Undersn|24px}}<br />
| 6/4 |You can command throw his spot dodge.<br />
|-<br />
! {{Character Label|GGACR|Ky Kiske|24px}}<br />
| 5/5 || <br />
|-<br />
! {{Character Label|GGACR|May|24px}}<br />
| 5/5 |2k goes under horizontal dolphin. You can command throw her during overhead kiss run.<br />
|-<br />
! {{Character Label|GGACR|Millia Rage|24px}}<br />
| 4/6 |Delay wakeup to mess her disc okizeme.<br />
|-<br />
! {{Character Label|GGACR|Order-Sol|24px}} <br />
| 4/6 || <br />
|-<br />
! {{Character Label|GGACR|Potemkin|24px}}<br />
| 6/4 |2h will beat his j.d cleanly all the time, as will it beat his other air moves. You completely destroy his air approach while grounded, so keep it that way. On the ground he oppresses you. Learn to crush hammerfall armor cancelling your ground moves into 5h or dp, or beat it with raw punch super.<br />
|-<br />
! {{Character Label|GGACR|Robo-Ky|24px}}<br />
| 10/0 || <br />
|-<br />
! {{Character Label|GGACR|Slayer|24px}}<br />
| 4.5/5.5 || <br />
|-<br />
! {{Character Label|GGACR|Sol Badguy|24px}}<br />
| 4/6 || <br />
|-<br />
! {{Character Label|GGACR|Testament|24px}}<br />
| 3.5/6.5 || <br />
|-<br />
! {{Character Label|GGACR|Venom|24px}}<br />
| 3.5/6.5 || <br />
|-<br />
! {{Character Label|GGACR|Zappa|24px}}<br />
| 3.5/6.5 |5h will counter hit punish his summoning special if done as soon as possible, don't let him summon on block unpunished.<br />
|}<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221768GGACR/Robo-Ky/Combos2021-07-13T03:34:31Z<p>Masterhacket213: /* Video Examples */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
[https://www.youtube.com/watch?v=Cftwd3cEfuE Condensed beginner combos]<br />
<br>[https://www.youtube.com/watch?v=d_nrP7acwYo Condensed advanced combos]<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213https://www.dustloop.com/wiki/index.php?title=GGACR/Robo-Ky/Combos&diff=221767GGACR/Robo-Ky/Combos2021-07-13T03:30:53Z<p>Masterhacket213: /* Combo Theory */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|expert}}<!-- Strengths and Weaknesses need to be reformatted -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br style="clear:both;"><br />
<br />
=== Template ===<br />
'''NOTE:''' This page is currently under construction! You can find the combo thread and examples here:<br><br />
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178<br><br />
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|1|Very Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}} || Mid Range || Net Gain || Not Chipp || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|5|2D}} || Mid Range || Net Gain || All || {{clr|2| Easy}} || Requires Level 3 Meter<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
=== Throw FRC Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Works on: !! Difficulty !! Notes<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 118||SO, KY, MA, JO, JA, ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 118(126)||SO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KD 126||KY||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 121||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 124||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}PS>Lv2 air missile>J.KSHS 130||MA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 131||MA, JA, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 141||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 145||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 143||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 152||MI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 120||ED, TE, BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 128||ED||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 96||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}×2>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 107||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}HS>LV2 air missile>air dash J.KSHS 106||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}}HS 108||PO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 147||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 154(158)||CH||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 117||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 119||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||FA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 127||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 138||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 139||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 147||BA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 118||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 122||JA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>{{clr|3|j.S}}>{{clr|3|j.S}} HS(J.HS can whiff) 121||||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 123||AX, AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)||AX||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KD 126||AN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 122||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 124||VE||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 130||VE, IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 124||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 126||TE||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 120||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 129||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 136||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|S>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 145||DI||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 106||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 113||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 115||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|1|5P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KSHS 118||SL||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.KD 120||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 126||IN||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}HS>Lv2 air missile>air dash {{clr|3|j.S}}HS 119||ZA||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>J.D 126||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSHS>Lv2 air missile>J.KHS 132||BR||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 98||RO, HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>{{clr|3|j.S}}>Lv2 air missile>air dash {{clr|3|j.S}}HS 104||RO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>J.D 106||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|3|j.S}}PS>{{clr|3|j.S}}>Lv2 air missile 110||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS(J.KD) 114(117)||HO||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KSHS 83||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>dash {{clr|3|j.S}}P>J.KD 87||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Bazooka 3HIT>{{clr|3|c.S}}>HJ.KSPD 91||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|Dash {{clr|3|j.S}}PS>J.KD 93||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>HJ.KSPS>inertia J.PD 106||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>{{clr|1|2P}}>{{clr|3|c.S}}>H{{clr|3|j.S}}HS>Lv2 air missile>air dash J.KD 114||AB||{{clr|5|Very Hard}} ||<br />
|-<br />
|{{clr|3|c.S}}>Vertical jump {{clr|3|j.S}}>LV2 air missile>air dash J.KSHS 104||AB||{{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
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.<br />
<br />
The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons. <br />
* 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is '''dangerous'''.<br />
* It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown. <br />
* It raises your heat, this can be useful to get access to lvl 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.<br />
* 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.<br />
<br />
=== 50% tension and above ===<br />
<br />
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.<br />
<br />
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.<br />
<br />
* 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.<br />
* 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.<br />
* 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.'''<br />
<br />
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.<br />
<br />
==Video Examples==<br />
<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Robo-Ky/Data|Links}}<br />
{{Navbar-GGACR}}</div>Masterhacket213