Difference between revisions of "GGACR/Robo-Ky"

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======<span style="visibility:hidden;font-size:0">Overview</span>======
 
======<span style="visibility:hidden;font-size:0">Overview</span>======
 
{{Overview
 
{{Overview
|overview=Robot. Ky. Gimmic-ky.
+
|overview=Robot. Ky. Gimmic-ky. Probably the weirdest character in the game.  
  
 
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.
 
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.
 +
 +
Thus, Robo-Ky is a bit of a balancing act. While his use of meter is great, he often has to spend a lot of time looking for ways to charge it. While his damage is great, his meter-burn combos often put him at high heat and with no electricity, making it difficult to continue putting on the pressure. And while his neutral is really solid, he tends to struggle when put on the defensive.
  
 
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.
 
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.
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* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.
 
* '''Staggering Damage Potential''': High stun potential in the corner from various starters, with meter.
 
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.
 
* '''Anti-Okizeme''': One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.
* '''Huge reward off of solid defensive play''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.
+
* '''Rewarded for Defense''': Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.
 
* '''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.
 
* '''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.
* '''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.
+
* '''Strong Strike/Throw''': Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.
 
|cons=
 
|cons=
 
* '''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.
 
* '''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.
* '''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.
+
* '''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.
 
* '''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.
 
* '''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.
* '''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.
+
* '''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.
 
* '''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.
 
* '''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.
* '''Temperature hindrance''': High heat (80+) can lock Robo out of certain tools for fear of overheating.
+
* '''Temperature Hindrance''': High heat (80+) can lock Robo out of certain tools for fear of overheating.
 
|unique_mechanic1_name= Electric Gauge
 
|unique_mechanic1_name= Electric Gauge
 
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]
 
|unique_mechanic1= [[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]]
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}}).
+
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}}).
  
 
For the following meter ranges, his specials are set to corresponding levels:
 
For the following meter ranges, his specials are set to corresponding levels:
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*1-4 bars = Lvl 2 specials
 
*1-4 bars = Lvl 2 specials
 
*5-10 bars = Lvl 3 specials
 
*5-10 bars = Lvl 3 specials
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.
+
Overall, his Lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.
 
|unique_mechanic2_name= Heat Gauge
 
|unique_mechanic2_name= Heat Gauge
 
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.
 
|unique_mechanic2= Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.
  
This gauge representing heat changes the properties of his {{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!
+
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!
*30-49 heat, 30 is the lowest default value of heat  
+
*30-49 heat, 30 is the lowest default value of heat.
*50-79 heat
+
*50-79 heat.
*80-99 heat
+
*80-99 heat.
 
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.
 
*At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.
 
}}
 
}}
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}}
 
}}
  
== Normal Moves ==
+
==Normal Moves==
 
===<big>{{clr|1|5P}}</big>===
 
===<big>{{clr|1|5P}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_5P.png|ZA HANDO! Very disjointed and safe, (counter)poke away!
+
GGAC_RoboKy_5P.png|Very disjointed and safe, (counter)poke away!
 
</gallery>
 
</gallery>
 
|-|
 
|-|
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*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.
 
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.
 
*Great move to raise guard gauge.
 
*Great move to raise guard gauge.
*Link into 5k/2k/2s on block for mixup.
+
*Link into 5K/2K/2S on block for mixup.
*Combo into 5s/2s for B&B.
+
*Combo into S normals for B&B.
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).
+
*Can be ducked by smaller/certain characters (Faust, Kliff, Zappa).
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
  
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''
+
'''Additional Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''
 
</div>
 
</div>
 
</div>
 
</div>
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The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.
 
The other go-to button for pressure, which unlike Ky's {{clr|2|5K}}, can self-cancel into itself.
 
*Standing low, always a pain to deal with.
 
*Standing low, always a pain to deal with.
*-4 on block, but links to {{clr|1|5P}}, which can set up tick throws
+
*-4 on block, but has a delay gatling into {{clr|1|5P}}/{{clr|1|2P}}, which can set up tick throws.
 
*Self cancelling.
 
*Self cancelling.
*Spam it to try and get them to stand up, or just generally annoy them
+
*Spam it to try and get them to stand up, or just generally annoy them.
 
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.
 
*Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK {{clr|4|623H}}.
 
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.
 
*Because Robo does not have a {{clr|2|6K}}, he can press 6 {{clr|2|K}}+{{clr|4|H}} to option select throw.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
  
'''Supplementary Frame Data:''' ''Initial prorate 85%.''
+
'''Additional Frame Data:''' ''Initial prorate 85%.''
 
</div>
 
</div>
 
</div>
 
</div>
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Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_cS.png|Multipurpose normal.
+
GGAC_RoboKy_cS.png|Multipurpose normal
 
</gallery>
 
</gallery>
 
|-|
 
|-|
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*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.
 
*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.
 
*Combos into {{clr|5|5D}} on counterhit.
 
*Combos into {{clr|5|5D}} on counterhit.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|2P}}, {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
</div>
 
</div>
 
</div>
 
</div>
 +
 
===<big>{{clr|3|f.S}}</big>===
 
===<big>{{clr|3|f.S}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 164: Line 170:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_fS.png|Arms extend for a far poke.
+
GGAC_RoboKy_fS.png|Arms extend for a far poke
 
</gallery>
 
</gallery>
 
|-|
 
|-|
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**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.
 
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}.
 
*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.
 
*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.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
</div>
 
</div>
 
</div>
 
</div>
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*In very specific situations, can be used as an anti-air.  An aerial counterhit can be followed up without spending meter.
 
*In very specific situations, can be used as an anti-air.  An aerial counterhit can be followed up without spending meter.
 
*{{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}}.
 
*{{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}}.
'''Supplementary Frame Data:''' ''FRC Timing 5-8F''
+
'''Additional Frame Data:''' ''FRC timing 5~8F.''
 +
</div>
 +
</div>
 +
 
 +
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<tabber>
 +
Images =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
GGAC_RoboKy_5D.png|Great Dust!
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
GGXXACPR_Robo-Ky_5D-Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{CargoHeader-GGACR}}
 +
|-
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="5D"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|}
 +
==== ====
 +
No longer impossible to block.
 +
*Better range than {{clr|3|f.S}} so difficult to punish by many on block at maximum range.
 +
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion.
 +
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.
 
</div>
 
</div>
 
</div>
 
</div>
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Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame.
+
GGAC_RoboKy_6P.png|6PP until Sol starts FRC'ing gunflame
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 261: Line 301:
 
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.
 
*Counterhit {{clr|1|6P}} can be confirmed into a combo near the corner.
 
*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.
 
*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.
*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}}.
+
*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}}.
 
*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.
 
*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.
*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.
+
*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.
 
----
 
----
 
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.
 
The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.
*Maintains the upper body invincibility of the first hit, which can be used to bait punish attempts or try for another AA if the first one whiff.s
+
*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 whiffs.
 
</div>
 
</div>
 
</div>
 
</div>
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{{CargoHeader-GGACR|version=yes}}
 
{{CargoHeader-GGACR|version=yes}}
 
|-
 
|-
 +
{{AttackVersion|name=Level 1}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="6H Lv1" or input="6H Lv2" or input="6H Lv3")
+
|where=chara="{{SUBPAGENAME}}" and input="6H lv1"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 2}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="6H lv2"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 3}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="6H lv3"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
Line 300: Line 354:
 
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.
 
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.
 
*Can be used to cancel out projectiles, although better options exist.
 
*Can be used to cancel out projectiles, although better options exist.
'''Supplementary Frame Data:''' ''Level 1 FRC Timing 10-12F''  
+
'''Additional Frame Data:''' ''FRC timing 10~12F.''  
 
----
 
----
 
*Level 2 exists between 50-79 Heat.
 
*Level 2 exists between 50-79 Heat.
Line 307: Line 361:
 
*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.
 
*Staggers on Counter Hit, long enough to go for a combo or a command throw if you are not too far away from the opponent.
 
*Also functions as an amazing poke in neutral.  Although it is slower than {{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.
 
*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.
*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.
+
*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.
'''Supplementary Frame Data:''' ''Level 2 FRC Timing 13-14F''  
+
'''Additional Frame Data:''' ''FRC timing 13~14F.''  
 
----
 
----
 
*Level 3 exists between 80-99 Heat.
 
*Level 3 exists between 80-99 Heat.
 
*This is generally used for blockstrings and combos.
 
*This is generally used for blockstrings and combos.
*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.
+
*The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop (run up 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.
 
*Still safe on block, but not advantageous like Lvl 2.
 
*Still safe on block, but not advantageous like Lvl 2.
'''Supplementary Frame Data:''' ''Level 3 FRC Timing 16-17F''
+
'''Additional Frame Data:''' ''FRC timing 16~17F.''
 
 
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<tabber>
 
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_RoboKy_5D.png|Great Dust!
 
</gallery>
 
|-|
 
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXXACPR_Robo-Ky_5D-Hitbox.png
 
</gallery>
 
</tabber>
 
</div>
 
<div class="attack-info">
 
{| class="wikitable attack-data"
 
{{CargoHeader-GGACR}}
 
|-
 
{{#cargo_query:tables=MoveData_GGACR
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 
|where=chara="{{SUBPAGENAME}}" and input="5D"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
}}
 
|}
 
==== ====
 
No longer impossible to block.
 
*Hits high.
 
*Better range than f.s so difficult to punish by many on block at maximum range.
 
*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion .
 
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.
 
</div>
 
</div>
 
 
===<big>{{clr|1|2P}}</big>===
 
===<big>{{clr|1|2P}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 384: Line 404:
 
**Attempt a tick throw.
 
**Attempt a tick throw.
 
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.
 
**Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}.
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa)
+
*Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa).
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
  
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''
+
'''Additional Frame Data:''' ''Initial Prorate 85%.''
 
</div>
 
</div>
 
</div>
 
</div>
 +
 
===<big>{{clr|2|2K}}</big>===
 
===<big>{{clr|2|2K}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 418: Line 440:
 
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.
 
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.
 
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.
 
*Has a very low profile that allows it to go under moves such as Ky’s fireballs.
*Combo into 2s for B&B.
+
*Combo into 2S for B&B.
 
*Will build heat, so must be used in moderation at high heat.
 
*Will build heat, so must be used in moderation at high heat.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}
  
'''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).''
+
'''Additional Frame Data:''' ''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 increase of 10.8 C).''
 
</div>
 
</div>
 
</div>
 
</div>
Line 431: Line 454:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this.
+
GGAC_RoboKy_2S.png|Terrible on block, avoid mashing after this
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 465: Line 488:
 
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.
 
*Cancel on hit into {{clr|5|2D}} for mat on knockdown into {{clr|3|236S}} okizeme.
 
*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!
 
*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!
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}
 
----
 
----
 
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.
 
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.
Line 479: Line 503:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air.
+
GGAC_RoboKy_2H.png|"HIDDEN ROCKET!" anti-air
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 520: Line 544:
 
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4
 
CH Robert {{clr|4|2H}} guide: https://www.youtube.com/watch?v=pjrk81E32R4
  
'''Supplementary Frame Data:''' ''FRC Timing 19-21F''
+
'''Additional Frame Data:''' ''FRC timing 19~21F.''
 +
</div>
 +
</div>
 +
 
 +
===<big>{{clr|5|2D}}</big>===
 +
<span class="input-badge">'''Gimmic-KY'''</span>
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<tabber>
 +
Images =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{CargoHeader-GGACR}}
 +
|-
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="2D"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|}
 +
==== ====
 +
The meter mat. You're gonna be throwing this puppy out a lot.
 +
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.
 +
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).
 +
*This mat also gives the opponent meter if they stand on it too.
 +
 
 +
'''Additional Frame Data:''' ''Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, Tension Gauge by 0.1% per frame.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 555: Line 614:
 
*Jump and special cancellable and gatlings into all air normals including itself.
 
*Jump and special cancellable and gatlings into all air normals including itself.
 
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.
 
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
</div>
 
</div>
 
</div>
 
</div>
Line 564: Line 624:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans.
+
GGAC_RoboKy_jK.png|Go to normal for Tiger Knee Force Break shenanigans
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 589: Line 649:
 
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.
 
*Has similar uses as {{clr|1|j.P}} but has longer active frames and a better horizontal hitbox.
 
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.
 
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.
*From a TK FB, can be used in a very tricky mixup.
+
*From a TK {{clr|5|j.214D}}, can be used in a very tricky mixup.
**TK FB {{clr|2|j.K}} for instant overhead.
+
**{{clr|2|j.K}} for instant overhead.
**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.
+
**Whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low.
**TK FB whiff {{clr|2|j.K}} throw/command throw.
+
**Whiff {{clr|2|j.K}} throw/command throw.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
</div>
 
</div>
 
</div>
 
</div>
 +
 
===<big>{{clr|3|j.S}}</big>===
 
===<big>{{clr|3|j.S}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 601: Line 663:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames.
+
GGAC_RoboKy_jS.png| Enlarges Robo's hurtbox a lot in startup & active frames  
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 622: Line 684:
 
==== ====
 
==== ====
 
This is his “big damage” air normal.
 
This is his “big damage” air normal.
*Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable.
 
 
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.
 
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.
 
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.
 
*Counterhit {{clr|3|j.S}} gives a ground bounce that is easy to convert into big damage.
 +
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
  
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''
+
'''Additional Frame Data:''' ''Ground bounces and knocks down opponent on CH.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 663: Line 725:
 
*Does not have a very good vertical hitbox.  It can be used as a jump in, but mileage may vary.
 
*Does not have a very good vertical hitbox.  It can be used as a jump in, but mileage may vary.
  
'''Supplementary Frame Data:''' ''Untechable for 20F. Wall sticks opponent on CH (untechable for 108F, sticks for 27F). Robo-Ky is in CH state 1-33F. Raises heat by 21.6 C on frame 1.''
+
'''Additional 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.''
 
</div>
 
</div>
 
</div>
 
</div>
 +
 
===<big>{{clr|5|j.D}}</big>===
 
===<big>{{clr|5|j.D}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 672: Line 735:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports.
+
GGAC_RoboKy_jD.png|Your best hope against Chipp's teleports
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 694: Line 757:
 
*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.   
 
*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.   
 
*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}}.
 
*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}}.
*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.
+
*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.
 
</div>
 
</div>
 
</div>
 
</div>
Line 703: Line 766:
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
<tabber>
 
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round.
 
</gallery>
 
|-|
 
Hitboxes =
 
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
 +
GGAC_RoboKy_throw.png|Proper use in the corner can get you the round
 
</gallery>
 
</gallery>
</tabber>
 
 
</div>
 
</div>
 
<div class="attack-info">
 
<div class="attack-info">
Line 731: Line 787:
 
**Examples: https://youtu.be/U7CV2ZOa1nY
 
**Examples: https://youtu.be/U7CV2ZOa1nY
  
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''
+
'''Additional Frame Data:''' ''Forced prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59~60F.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 738: Line 794:
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
<tabber>
 
Images =
 
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)
 
GGAC_RoboKy_airThrow.png|DA'ME NINGEN (NO GOOD HUMAN)
 
</gallery>
 
</gallery>
|-|
 
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
 
</tabber>
 
 
</div>
 
</div>
 
<div class="attack-info">
 
<div class="attack-info">
Line 762: Line 811:
 
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.
 
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.
  
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Knocks down opponent on hit.''
+
'''Additional Frame Data:''' ''Forced prorate 50%. Knocks down opponent on hit.''
 
</div>
 
</div>
 
</div>
 
</div>
 +
 
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
 
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 792: Line 842:
 
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.
 
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.
  
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''
+
'''Additional Frame Data:''' ''Blowback and wall bounce on hit (untechable for 28F). Initial prorate 50%.''
 
</div>
 
</div>
 
</div>
 
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
== Special Moves ==
+
==Special Moves==
 
===<big>Overheat Explosion</big>===
 
===<big>Overheat Explosion</big>===
 
<div class="attack-container">
 
<div class="attack-container">
Line 826: Line 876:
 
*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.
 
*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.
 
*As overheating is considered a hit, it is possible to slashback the explosion in the air only.  Doing this will restore your air options.
 
*As overheating is considered a hit, it is possible to slashback the explosion in the air only.  Doing this will restore your air options.
 +
*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.
  
'''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.''
+
'''Additional 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.''
 
</div>
 
</div>
 
</div>
 
</div>
  
 
===<big>Delayed Getup</big>===
 
===<big>Delayed Getup</big>===
<span class="input-badge">'''knocked down > hold {{clr|1|P}}+{{clr|2|K}}'''</span>
+
<span class="input-badge">'''[{{clr|1|P}}+{{clr|2|K}}] while knocked down'''</span>
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 865: Line 916:
 
*Use sparingly against characters that can abuse the delay time for setplay (Dizzy, Venom, Faust, Testament etc...)
 
*Use sparingly against characters that can abuse the delay time for setplay (Dizzy, Venom, Faust, Testament etc...)
  
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''
+
'''Additional Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>Gimmic-KY</big>===
+
 
<span class="input-badge">'''{{clr|5|2D}}'''</span>
+
===<big>Don't Get Coc-KY!</big>===
 +
<span class="input-badge">'''{{clr|3|236S}}'''</span>
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 876: Line 928:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_2D.png|You'd think he'd run on solar, but he's just that tired.
+
GGAC_RoboKy_236S.png|The Blockstun Bazooka
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 886: Line 938:
 
<div class="attack-info">
 
<div class="attack-info">
 
{| class="wikitable attack-data"
 
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
+
{{CargoHeader-GGACR|version=yes}}
 +
|-
 +
{{AttackVersion|name=Level 1}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="236S lv1"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 
|-
 
|-
 +
{{AttackVersion|name=Level 2}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
+
|where=chara="{{SUBPAGENAME}}" and input="236S lv2"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
}}
 
}}
|}
 
==== ====
 
The meter mat. You're gonna be throwing this puppy out a lot.
 
*Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.
 
*Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).
 
*This mat also gives the opponent meter if they stand on it too.
 
 
'''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.''
 
</div>
 
</div>
 
===<big>Don't Get Coc-KY!</big>===
 
<span class="input-badge">'''{{clr|3|236S}}'''</span>
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<tabber>
 
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_RoboKy_236S.png|The Blockstun Bazooka
 
</gallery>
 
|-|
 
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
 
</tabber>
 
</div>
 
<div class="attack-info">
 
{| class="wikitable attack-data"
 
{{CargoHeader-GGACR|version=yes}}
 
 
|-
 
|-
 +
{{AttackVersion|name=Level 3}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236S Lv1" or input="236S Lv2" or input="236S Lv3")
+
|where=chara="{{SUBPAGENAME}}" and input="236S lv3"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
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.
+
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.
* All versions can be low profiled, keep wary of characters who can go under it.
+
*All versions can be low profiled, keep wary of characters who can go under it.
* As with most of the level 1 specials, level 1 bazooka doesn’t see as much use.  
+
*As with most of the level 1 specials, level 1 bazooka doesn’t see as much use.  
 
----
 
----
 
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.
 
Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.
  
* More time to run the oki gamut.
+
*More time to run the oki gamut.
* Range is not that great, so it won’t get much mileage if done from a blockstring.
+
*Range is not that great, so it won’t get much mileage if done from a blockstring.
 
----
 
----
 
Level 3 bazooka is generally the go-to move after a knockdown.
 
Level 3 bazooka is generally the go-to move after a knockdown.
  
* Substantially plus, giving you plenty of time to run the mixup.
+
*Substantially plus, giving you plenty of time to run the mixup.
* Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.
+
*Longer range makes this version viable to use after a {{clr|3|c.S}} or {{clr|3|f.S}} from farther out.
** Be wary of opponents jumping over it when used this way.
+
**Be wary of opponents jumping over it when used this way.
  
 
</div>
 
</div>
Line 967: Line 999:
 
{{CargoHeader-GGACR|version=yes}}
 
{{CargoHeader-GGACR|version=yes}}
 
|-
 
|-
 +
{{AttackVersion|name=Level 1}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="214S Lv1" or input="214S Lv2" or input="214S Lv3")
+
|where=chara="{{SUBPAGENAME}}" and input="214S lv1"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 2}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="214S lv2"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 3}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="214S lv3"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
Pony. Useful for pressure and combos.
+
Pony. Useful for pressure and combos.
 
*Lvl 1 is of very little value.  It is extremely slow on startup and has very little horizontal range.
 
*Lvl 1 is of very little value.  It is extremely slow on startup and has very little horizontal range.
 
*Despite being +2, it's quite a risk to go for. Avoid it.
 
*Despite being +2, it's quite a risk to go for. Avoid it.
Line 1,001: Line 1,047:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_623H.png|Underwhelming until level 3.
+
GGAC_RoboKy_623H.png|Underwhelming until level 3
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,013: Line 1,059:
 
{{CargoHeader-GGACR|version=yes}}
 
{{CargoHeader-GGACR|version=yes}}
 
|-
 
|-
 +
{{AttackVersion|name=Level 1}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="623H Lv1" or input="623H Lv2" or input="623H Lv3")
+
|where=chara="{{SUBPAGENAME}}" and input="623H lv1"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 2}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="623H lv2"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 3}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="623H lv3"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
Line 1,027: Line 1,087:
 
*Has no strike invincibility, pretty weak.
 
*Has no strike invincibility, pretty weak.
 
*Has a passable level of throw invuln, but you're still better off just jumping in that case.
 
*Has a passable level of throw invuln, but you're still better off just jumping in that case.
*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''  
+
*Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp.
 +
'''Additional Frame Data:''' ''FRC Timing 24-25F.''  
 
----
 
----
 
Lvl 2 is an actual Dragon Punch.
 
Lvl 2 is an actual Dragon Punch.
 
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out.   
 
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out.   
'''Supplementary Frame Data:''' ''FRC Timing 22-23F''
+
'''Additional Frame Data:''' ''FRC Timing 22~23F.''
 
----
 
----
 
Lvl 3 is your most reliable "get outta dodge" move.
 
Lvl 3 is your most reliable "get outta dodge" move.
 
*Will auto follow up into a super if the first hit connects.   
 
*Will auto follow up into a super if the first hit connects.   
 
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.
 
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''
+
'''Additional Frame Data:''' ''FRC Timing 23~24F.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,047: Line 1,108:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_623H.png|Just block the 8f overhead, bro.
+
GGAC_RoboKy_623H.png
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,059: Line 1,120:
 
{{CargoHeader-GGACR|version=yes}}
 
{{CargoHeader-GGACR|version=yes}}
 
|-
 
|-
 +
{{AttackVersion|name=Level 1}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="j.623H lv1"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 2}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.623H Lv1" or input="j.623H Lv2" or input="j.623H Lv3")
+
|where=chara="{{SUBPAGENAME}}" and input="j.623H lv2"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 3}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="j.623H lv3"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
Line 1,069: Line 1,144:
 
Lvl 1 is mostly used to end air combos where applicable.
 
Lvl 1 is mostly used to end air combos where applicable.
 
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.
 
*At high altitudes there should be a small possibility of being punishable on hit, by certain characters.
*Also has an impossible FRC: ''FRC timing 24-25F''
+
*Also has an impossible FRC.
 +
'''Additional Frame Data''' ''FRC timing 24~25F.''
 
----
 
----
 
Lvl 2 hits overhead, can be followed up when FRC'd.
 
Lvl 2 hits overhead, can be followed up when FRC'd.
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.
+
*Vital to Robo's mixup game. TK DP hits as a completely unreactable overhead.
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''
+
'''Additional Frame Data:''' ''FRC Timing 23~24F.''
 
----
 
----
 
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.
 
Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.
 
*Can still be RCed into a big combo even if you miss the FRC.
 
*Can still be RCed into a big combo even if you miss the FRC.
'''Supplementary Frame Data:''' ''FRC Timing 23-24F''
+
'''Additional Frame Data:''' ''FRC Timing 23~24F.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,088: Line 1,164:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_j236S.png|From Limp to Stunning.
+
GGAC_RoboKy_j236S.png|From Limp to Stunning
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,100: Line 1,176:
 
{{CargoHeader-GGACR|version=yes}}
 
{{CargoHeader-GGACR|version=yes}}
 
|-
 
|-
 +
{{AttackVersion|name=Level 1}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="j.236S lv1"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 2}}
 +
{{#cargo_query:tables=MoveData_GGACR
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 +
|where=chara="{{SUBPAGENAME}}" and input="j.236S lv2"
 +
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=Level 3}}
 
{{#cargo_query:tables=MoveData_GGACR
 
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.236S Lv1" or input="j.236S Lv2" or input="j.236S Lv3")
+
|where=chara="{{SUBPAGENAME}}" and input="j.236S lv3"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
The air missile. This move has various uses depending on its level.
+
The air missile. This move has various uses depending on its level.
 
*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.
 
*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.
 
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:
 
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways:
Line 1,117: Line 1,207:
 
*7 frames of startup, can be used as an air to air option.   
 
*7 frames of startup, can be used as an air to air option.   
 
*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.
 
*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.
*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.
+
*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.
  
'''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.''
+
'''Additional 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.''
 
----
 
----
 
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor.   
 
Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor.   
Line 1,127: Line 1,217:
 
</div>
 
</div>
 
</div>
 
</div>
 +
 
===<big>Spi-KY</big>===
 
===<big>Spi-KY</big>===
<span class="input-badge">'''Running > {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span>
+
<span class="input-badge">'''Running -> {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}'''</span>
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 1,161: Line 1,252:
 
*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.
 
*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.
 
*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.
 
*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.
'''Supplementary Frame Data:''' ''FRC Timing 9-11F''
+
'''Additional Frame Data:''' ''FRC Timing 9~11F.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,169: Line 1,260:
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
<tabber>
 
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_RoboKy_63214K.png|Trade offer: I get 50% meter, you get punch super in the face.
 
</gallery>
 
|-|
 
Hitboxes =
 
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
 +
GGAC_RoboKy_63214K.png
 
</gallery>
 
</gallery>
</tabber>
 
 
</div>
 
</div>
 
<div class="attack-info">
 
<div class="attack-info">
Line 1,192: Line 1,276:
 
==== ====
 
==== ====
 
The meter stealing command throw.
 
The meter stealing command throw.
*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.)
+
*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, air DP. Superjump vertically/diagonally over their body to the other side, land, 5K, Punch super).
*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.
+
*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.
 
*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.
 
*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.
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw.
+
*On certain characters, Robo can combo 5K > c.S > 6P for some additional damage after a full hit command throw.
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes.
+
*The throw invincibility frames on startup. Helps with the throw setups on opponents wake up after their throw invul period passes.
 
*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.
 
*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.
 
</div>
 
</div>
Line 1,202: Line 1,286:
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
== Force Breaks ==
+
==Force Breaks==
 
===<big>Today's S-KY's Beautiful</big>===
 
===<big>Today's S-KY's Beautiful</big>===
 
<span class="input-badge">'''{{clr|5|j.214D}}'''</span>
 
<span class="input-badge">'''{{clr|5|j.214D}}'''</span>
Line 1,234: Line 1,318:
 
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.
 
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.
 
*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.
 
*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.
*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).
+
*Situational uses as an air combo extension tool due to the fact that it restores air options.
 
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.
 
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.
 
</div>
 
</div>
Line 1,240: Line 1,324:
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
== Overdrives ==
+
==Overdrives==
 
===<big>What's Useless Will Always Be So</big>===
 
===<big>What's Useless Will Always Be So</big>===
 
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span>
 
<span class="input-badge">'''{{clr|3|236236S}} -> {{clr|3|S}}xN -> {{clr|3|236S}}'''</span>
Line 1,248: Line 1,332:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless.
+
GGAC_RoboKy_236236S.png|I hate having to repeat myself, because it's useless
 
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!
 
GGAC_RoboKy_236236S_2.png|Useless, useless, useless...!
 
</gallery>
 
</gallery>
Line 1,278: Line 1,362:
 
The most versatile Robo Super.
 
The most versatile Robo Super.
 
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.
 
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.
*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.
+
*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.
 
*Using the followup attack it can also be used as a tool to reset heat.
 
*Using the followup attack it can also be used as a tool to reset heat.
 
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.
 
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.
Line 1,289: Line 1,373:
  
 
===<big>Whac-KY Blow</big>===
 
===<big>Whac-KY Blow</big>===
<span class="input-badge">'''{{clr|4|623H}}'''</span>
+
<span class="input-badge">'''Automatic after {{clr|4|623H}}'''</span>
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 1,295: Line 1,379:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_RoboKy_623H_2.png|ACES HIGH (or not); GEEEEEEEEEEEEEEEEEH
+
GGAC_RoboKy_623H_2.png
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,321: Line 1,405:
 
*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.
 
*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.
  
'''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.''
+
'''Additional Frame Data:''' ''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.''
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,333: Line 1,417:
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_RoboKy_236236P.png|OVERCLOCK
 
GGAC_RoboKy_236236P.png|OVERCLOCK
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens.
+
GGAC_RoboKy_LoversExplosion.png|Hopefully you're near them when this happens
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,366: Line 1,450:
 
*Many characters still have no problems outmaneuvering Robo even while in the install mode.
 
*Many characters still have no problems outmaneuvering Robo even while in the install mode.
 
*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.
 
*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.
*It is pretty common to see Robos use {{clr|5|214D}} right before exploding to try and catch or cross up the opponent.
+
*It is pretty common to see Robos use {{clr|5|j.214D}} right before exploding to try and catch or cross up the opponent.
  
 
----
 
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<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
== Instant Kill ==
+
==Instant Kill==
 
===<big>13 Luck-KY</big>===
 
===<big>13 Luck-KY</big>===
 
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
 
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
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|}
 
|}
 
==== ====
 
==== ====
In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.
 
 
 
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.
 
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.
 +
*In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his {{clr|1|236236P}} install super.
 +
'''Additional Frame Data:''' ''IK mode activation time 80F.
 
</div>
 
</div>
 
</div>
 
</div>
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==External References==
 
==External References==
 
==Navigation==
 
==Navigation==
 +
<center>{{Character Label|GGACR|Robo-Ky|32px}}</center>
 
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}
 
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}

Latest revision as of 12:41, 19 May 2022

Overview

Overview

Robot. Ky. Gimmic-ky. Probably the weirdest character in the game.

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.

Thus, Robo-Ky is a bit of a balancing act. While his use of meter is great, he often has to spend a lot of time looking for ways to charge it. While his damage is great, his meter-burn combos often put him at high heat and with no electricity, making it difficult to continue putting on the pressure. And while his neutral is really solid, he tends to struggle when put on the defensive.

Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.
"I DETEST NO GOOD FELLOWS!"
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).
Voice:Takumi Ino'ue
Playstyle
Robo-Ky plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.
Pros Cons
  • Extremely Tanky: High defense and high stun meter; very hard to stun and also is heavy enough to limit juggles against him.
  • Staggering Damage Potential: High stun potential in the corner from various starters, with meter.
  • Anti-Okizeme: One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.
  • Rewarded for Defense: Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters.
  • 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.
  • Strong Strike/Throw: Has various tools to keep his foes defensive for a while, especially when setting up his own okizeme.
  • 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.
  • 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 j.214DGGAC RoboKy j236D.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 67
    Advantage:
    -
    just to reposition himself.
  • 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.
  • 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.
  • 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.
  • Temperature Hindrance: High heat (80+) can lock Robo out of certain tools for fear of overheating.

Electric Gauge

Robo-Ky's Electric and Heat Gauges

After picking Robo, one can clearly see that his tension gauge looks different from everybody else’s. Instead of the standard bar, his only indicates meter in increments of 10%. His special moves change properties based on this meter, which can be charged mainly by using and standing over his 2D Mat move (his sweep is instead allocated to his 2S).

For the following meter ranges, his specials are set to corresponding levels:

  • 0 bars = Lvl 1 specials
  • 1-4 bars = Lvl 2 specials
  • 5-10 bars = Lvl 3 specials

Overall, his Lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.

Heat Gauge

Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.

This gauge representing heat changes the properties of his 6H, 2S and 2H. 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 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!

  • 30-49 heat, 30 is the lowest default value of heat.
  • 50-79 heat.
  • 80-99 heat.
  • At 100 heat, Robo-Ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.

Guilty Bits Character Intro

Normal Moves

5P

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
16 Low 5 7 7 -4 - 1

The other go-to button for pressure, which unlike Ky's 5K, can self-cancel into itself.

  • Standing low, always a pain to deal with.
  • -4 on block, but has a delay gatling into 5P/2P, which can set up tick throws.
  • Self cancelling.
  • Spam it to try and get them to stand up, or just generally annoy them.
  • Jump cancel allows for an unreactable high/low mixup between another 5K or lvl 2/3 TK 623H.
  • Because Robo does not have a 6K, he can press 6 K+H to option select throw.

Gatling Options: 5P, 2P, 5K, c.S, f.S, 5H, 2H, 6H, 5D, 2D

Additional Frame Data: Initial prorate 85%.

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
41 Mid 5 7 29 -17 - 5

The blessing and the curse.

  • 5F startup makes this a common mash button while holding back. Will nab a throw when close, or tend to CH or trade in RK's favor when the 5H comes out. However, this habit is extremely punishable when baited.
  • Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.
  • In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.
  • 5H FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of 2S and a lvl 3 214S.

Additional Frame Data: FRC timing 5~8F.

5D

6P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
6P (1) 30 Mid 11 2 36 -4 1~3F Upper Body
4~18F Above Knees
5
6P (2-3) 20 Mid 5 2 36 -4 4~6F Above Knees 5

The elbow shotgun.

  • Can be chained into itself up to 2 more times. Each 6P builds more heat than the previous in this chain.
  • Pretty good horizontal range and can be used as a poke in neutral.
  • Counterhit 6P can be confirmed into a combo near the corner.
  • Has longer range than 2S, so can be used after a c.S hits to give a knockdown at ranges 2S wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a 2S knockdown.
  • Counts as a projectile and can be used to cancel other projectiles out. At close ranges, it is possible to cancel out a projectile with a single 6P, then hit the opponent out of recovery with a chained second 6P.
  • If only a single 6P is done, it will give an untechable knockdown. This allows for 6P loops in the corner off a juggle.
  • Has upper body invincibility, so can be used as a possible anti-air. Unfortunately, due to the fact that the hitbox is so far forward and does not have a great vertical hitbox, spacing the move out to be used as an anti-air can be difficult.

The followup hits are mainly for building excessive levels of heat, in order to get Robo up to a certain level.

  • Maintains the upper body invincibility of the first hit, which can be used to bait punish attempts or try for another AA if the first one whiffs.

6H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Level 1 12 All 13 12 12 -6 - 1
Level 2 30 All 16 14 7 +3 - 2
Level 3 50 All 19 11 17 -1 - 3

Primary Heat management tool.

  • Level 1 exists between 30-49 Heat.
  • This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.
  • Can be used to cancel out projectiles, although better options exist.

Additional Frame Data: FRC timing 10~12F.


  • Level 2 exists between 50-79 Heat.
  • The most useful version of 6H.
  • Amazing as a meaty. If you do not have enough time to 2D and 236S, 6H at this temperature range is a very good option. Leads to a good frame trap or tick throw.
  • Staggers on Counter Hit, long enough to go for a combo or a command throw if you are not too far away from the opponent.
  • Also functions as an amazing poke in neutral. Although it is slower than f.S or 6P, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.
  • A blockstring like 2K, 6H, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab.

Additional Frame Data: FRC timing 13~14F.


  • Level 3 exists between 80-99 Heat.
  • This is generally used for blockstrings and combos.
  • The extended stagger on hit lets Robo do a damaging 6H loop (run up 5P > 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.
  • Still safe on block, but not advantageous like Lvl 2.

Additional Frame Data: FRC timing 16~17F.

2P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18 Mid 6 4 5 +3 - 2

A decent short range poke.

  • Its primary use is to keep pressure after a c.S due to the fact that it is the only consistent normal Robo can chain into that is plus on block.
  • Because 2P is +3 on block you have a few options after a blocked 2P.
    • Chain into another c.S or 2K to maintain pressure.
    • Attempt a tick throw.
    • Frame trap with 5K, 5P, 5H, 2H.
  • Useful as a meaty against the characters that duck under 5P (Faust, Kliff, Zappa).

Gatling Options: 2K, c.S, f.S, 5H, 2H, 6H, 5D, 2D

Additional Frame Data: Initial Prorate 85%.

2K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12 Low 7 11 9 -8 7~22F Low Profile 2

The move everyone seems to hate, which is what basically happens when you take one half of Stun Dipper for your own purposes.

  • Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.
  • Has a very low profile that allows it to go under moves such as Ky’s fireballs.
  • Combo into 2S for B&B.
  • Will build heat, so must be used in moderation at high heat.

Gatling Options: 2S, 2H, 6H, 2D

Additional Frame Data: 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 increase of 10.8 C).

2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Normal 34 Low 10 3 20 -9 - 3
Over 80% Heat 37, 20 Low 10 3,3 17 +1 - 3

Robo-Ky's actual sweep.

  • Cancel into 5H FRC on block or hit to stuff/continue pressure/BnB.
  • Late 5H after a blocked 2K~2S is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked 2K tick~command grab, blocked 2K~2S~2D and blocked 2K~2H (FRC optional).
  • Cancel on hit into 2D for mat on knockdown into 236S okizeme.
  • If the opponent is blocking 236S, you can attempt a combo starter with 2S~5H FRC instead of 2K, as it does not prorate!

Gatling Options: 5H, 2H, 2D


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

  • Hits twice and launches opponent. It is possible to then jump or superjump after your opponent to combo. This is ideal as you do not need to spend tension to 5H FRC or the combo like you normally do in lower heat mode.
  • In 80+ heat, this move will give small amounts of meter.
  • If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.

2H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Normal 50 Mid 14 - Total 51 -7 - 4
Over 80% Heat 50 Mid→ All 14 - Total 51 -7 - 4

Projectile.

  • Since the Knee-Rocket emanates from Robo-Ky, while he is grounded, the projectile itself MUST be blocked in the air utilizing Faultless Defense! This catches many people off guard!
  • Gives small amounts of meter on hit and block.
  • Good for controlling the opponent’s air actions. Great as soon as an opponent jumps with some distance between you, or if they are at the top of the screen.
  • Despite being negative on block, it can be used as a frame trap with the dragon punch.
  • On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.
  • At close ranges, will combo from 2S on most characters. Use this opportunity to 2D or harass with more 2H as they fall or tech in more predictable trajectories.
  • After a blocked 2K, throw out a 2H every once in a while. The delay can catch people off guard. If they block both the 2K and 2H, try FRC'ing into a 5D! This is sneaky as the explosion from the knee rocket quasi-camouflages your 5D, and many times they'll still be blocking low as a result of you starting the whole process with a 2K!

In 80+ heat, the missile will come back down based on the initial position and direction Robo was facing. This is a good tool to try and restrict the opponent’s movement farther. Due to the fact that while in high heat, 2H also builds heat, this move cannot be abused and must be used with a little more caution.

  • The downward missile from the 80 heat missile is a true projectile and does not need to be FDed in the air. On hit, it causes a very fast knockdown that generally cannot be converted into damage, but gives enough time for okizeme in most cases.
  • Fishing for a counterhit 2H on a grounded opponent may give them opportunities to escape, but the reward for landing one can drastically shift the round in your favor.

CH Robert 2H guide: https://www.youtube.com/watch?v=pjrk81E32R4

Additional Frame Data: FRC timing 19~21F.

2D

Gimmic-KY

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - 38 106 Total 24 - - -

The meter mat. You're gonna be throwing this puppy out a lot.

  • Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.
  • Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).
  • This mat also gives the opponent meter if they stand on it too.

Additional Frame Data: Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, Tension Gauge by 0.1% per frame.

j.P

j.K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
22 High/Air 7 12 16 - - 2

Robo’s go to air combo starter.

  • Jump cancellable, special cancellable, and gatlings into all his other air normals.
  • Has similar uses as j.P but has longer active frames and a better horizontal hitbox.
  • Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.
  • From a TK j.214D, can be used in a very tricky mixup.
    • j.K for instant overhead.
    • Whiff j.K land 5K for fake overhead low.
    • Whiff j.K throw/command throw.

Gatling Options: j.P, j.S, j.H, j.D

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 High/Air 8 3 41 -7 - 4

A good air to air normal.

  • Has long horizontal range and a rewarding counterhit.
  • Very fast, so it is possible to miss the airthrow, but still land the counterhit.
  • Builds large amounts of heat. This can be both a good and a bad thing.
  • Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.
  • Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.

Additional Frame Data: Untechable for 20F. Wall sticks opponent on CH (untechable for 108F, sticks for 27F). Robo-Ky is in CH state 1~33F. Raises heat by 21.6 C on frame 1.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10×12 High/Air 8 2×12 12+8 landing - - 2

An air normal that is generally used at the end of an air combo.

  • 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.
  • 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 j.D.
  • 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.


Universal Mechanics

Throw

Air Throw

Dead Angle Attack


Special Moves

Overheat Explosion

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
35 to self Unblockable 1 Until it hits - - - 3

Mostly a bad thing. Try to manage heat, so that you don’t overheat.

  • 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.
  • As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.
  • 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.

Additional 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.

Delayed Getup

[P+K] while knocked down

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - - - 1~End All -

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.

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.

  • Use this to mess with opponent’s wakeup pressure.
  • Cannot be performed if Robo is hit OTG.
  • Use sparingly against characters that can abuse the delay time for setplay (Dizzy, Venom, Faust, Testament etc...)

Additional Frame Data: Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.


Don't Get Coc-KY!

236S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Level 1 10×3 All 24 4×3 Total 57 +22 - 2
Level 2 14×4 All 24 4×4 Total 57 +38 - 2
Level 3 18×5 All 24 4×5 Total 57 +54 - 2

Bazooka. Use this to keep your enemies in blockstun, especially after knocking them down. After a bazooka, use the blockstun to lay a 2D, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.

  • All versions can be low profiled, keep wary of characters who can go under it.
  • As with most of the level 1 specials, level 1 bazooka doesn’t see as much use.

Level 2 bazooka is significantly more plus than the level 1 version due to an extra hit.

  • More time to run the oki gamut.
  • Range is not that great, so it won’t get much mileage if done from a blockstring.

Level 3 bazooka is generally the go-to move after a knockdown.

  • Substantially plus, giving you plenty of time to run the mixup.
  • Longer range makes this version viable to use after a c.S or f.S from farther out.
    • Be wary of opponents jumping over it when used this way.

Fun-KY

214S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Level 1 30 Mid 21 12 7+4 landing +2 7~Until L Feet 3
Level 2 40 Mid 13 19 7+6 landing +5 7~Until L Feet 5
Level 3 50 Mid 11 24 7+3 landing +8 7~Until L Feet 5

Pony. Useful for pressure and combos.

  • Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.
  • Despite being +2, it's quite a risk to go for. Avoid it.

Lvl 2 is substantially better. Robo gains some actual momentum.

  • Can be used after c.S or on an opponent’s wakeup as a throw bait.
  • On Counter Hit, causes a ground slide that can combo into a Robodash.
  • At high heat, it can be looped on standing or aerial opponents for big damage.

Lvl 3 is far more dangerous.

  • Plus on block, causes a launch on hit, and a wallbounce on counterhit.
    • If the opponent is too far away from the wall, they can tech before they get back to you.
  • Can be used after c.S or f.S to get in and reapply pressure along with baiting wakeup throws from opponents.
  • Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke.
  • At 80+ heat, it can be looped for massive damage and a knockdown.
  • Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up.

Hun-KY Homerun

623H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Level 1 30 Mid 9 3 38+8 landing -35 1~8F Throw 3
Level 2 30, 50 Mid 3 2 (4) 3 35+8 landing -29 1~7F All 2, 4
Level 3 16, 50 Mid 3 4 (6) 4 29+8 landing -22 1~17F All 5×2

Robo’s dragon punch. 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.

  • Lvl 1 DP is of little use while grounded.
  • Has no strike invincibility, pretty weak.
  • Has a passable level of throw invuln, but you're still better off just jumping in that case.
  • Has a FRC point, even though it's impossible to use, since you have no meter to get lvl 1 dp.

Additional Frame Data: FRC Timing 24-25F.


Lvl 2 is an actual Dragon Punch.

  • While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out.

Additional Frame Data: FRC Timing 22~23F.


Lvl 3 is your most reliable "get outta dodge" move.

  • Will auto follow up into a super if the first hit connects.
  • If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.

Additional Frame Data: FRC Timing 23~24F.

Air Hun-KY Homerun

j.623H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Level 1 30 All 9 3 Until landing+8 -35 1~8F Throw 3
Level 2 30, 50 High/Air, All 3 2 (4) 3 Until landing+8 -29 1~7F All 3
Level 3 40, 50 High/Air, All 3 4 (6) 4 Until landing+8 -22 1~17F All 5×2

Lvl 1 is mostly used to end air combos where applicable.

  • At high altitudes there should be a small possibility of being punishable on hit, by certain characters.
  • Also has an impossible FRC.

Additional Frame Data FRC timing 24~25F.


Lvl 2 hits overhead, can be followed up when FRC'd.

  • Vital to Robo's mixup game. TK DP hits as a completely unreactable overhead.

Additional Frame Data: FRC Timing 23~24F.


Lvl 3 is equally invincible air version of the grounded Lvl 3, however, this one will not convert into the super on hit.

  • Can still be RCed into a big combo even if you miss the FRC.

Additional Frame Data: FRC Timing 23~24F.

Jun-KY Bargain

j.236S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Level 1 20 All 11 - Total 47+14 landing - - 2
Level 2 60 All 7 - Total 31+14 landing - - 3
Level 3 75 All 9 - Total 39+14 landing - - 5

The air missile. This move has various uses depending on its level.

  • 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.
  • For all levels: The landing recovery frames of the air missile can be cancelled in two ways:
    • The easier way is to neutral jump after the missile.
    • The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal.

Lvl 2 is the most versatile version.

  • 7 frames of startup, can be used as an air to air option.
  • 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.
  • 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.

Additional 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.


Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor.

  • Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool.

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.

Spi-KY

Running -> P/K/S/H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50 Mid 13 9 19 0 5~8F Upper Body
9~18F All
5

Strong, invincible dash attack which is very difficult to contest.

  • After running for a minimum of 20 frames, press any attack button that isn’t D.
  • Good tool at full screen or from a knockdown.
  • 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.
  • Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw.
  • On hit you have to choose between the meter gain or cancelling for damage.
  • 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.
  • 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.

Additional Frame Data: FRC Timing 9~11F.

S-KY-line

63214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
2*N, 50 70 pixels 7 1 37 - 1~7F Throw -

The meter stealing command throw.

  • 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, air DP. Superjump vertically/diagonally over their body to the other side, land, 5K, Punch super).
  • 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.
  • Using the fact that 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.
  • On certain characters, Robo can combo 5K > c.S > 6P for some additional damage after a full hit command throw.
  • The throw invincibility frames on startup. Helps with the throw setups on opponents wake up after their throw invul period passes.
  • 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.


Force Breaks

Today's S-KY's Beautiful

j.214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 67 - - -

Fast air mobility tool which can keep you low to the ground.

  • Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit.
  • Reduces heat, so can be used to prevent overheating or to manage heat during an air combo.
  • Generally seen most frequently during the install super to try and catch the opponent right before the super explosion.
  • 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.
  • Situational uses as an air combo extension tool due to the fact that it restores air options.
  • Can be utilized after confirming a high heat air to air hit to tack on a little extra damage.


Overdrives

What's Useless Will Always Be So

236236S -> SxN -> 236S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Attack
236236S
6*N Mid 2+2 2*N 9 +6 - 4
Headbutt
236S
70 [95] Mid 7 [3] 3 27 [20] -11 [-4] - 5

The most versatile Robo Super.

  • Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations.
  • A potential frame trap tool. If done while standing on a 2D mat, it ends up being a net of about -20% meter with no meter gain penalty.
  • Using the followup attack it can also be used as a tool to reset heat.
  • Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo.

The headbutt blows away and wallbounces at 80+ Heat for conversions. Best done early on when close to the wall to maximize damage.

  • Can be safe dependent on spacing.
  • Lowers Robo's heat significantly on use.

Whac-KY Blow

Automatic after 623H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30, 110 Mid 13+0 12 (15) 20 26+10 landing - 1~9F All
10~69F Strike
5

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.

  • 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.
  • 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.
  • Probably Robo's most reliable anti-air.
  • There are situations where the super can be followed up with an air combo which ends up doing lots of damage.
  • 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.

Additional Frame Data: 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.

Ris-KY Lovers

236236P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Activate
236236P
- - 10+12 - - - - -
Detonation 12×27 Mid 1 3×27 Total 134 +118 - 2

Robo-Ky Firmware Patch that will overclock his systems. Strong buffing install super.

  • After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter.
  • Robo-Ky can not overheat during the install and his heat gauge will constantly decrease.
  • Generally speaking, this is an install super that has higher risk and lower rewards, but it's sick.
  • Many characters still have no problems outmaneuvering Robo even while in the install mode.
  • If you are in this mode and you connect with a Level 3 214S, you can juggle with 236236S until you explode. You can also 236236S after his 63214K command grab. These are both ideal combo routes as it will prevent your opponent from bursting.
  • It is pretty common to see Robos use j.214D right before exploding to try and catch or cross up the opponent.

After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo.

  • 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.
  • 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.
  • 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 2D~frame perfect Robo Dash~236236P~236236S~explode (The Nezu Combo).
  • 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.


Instant Kill

13 Luck-KY

During IK Mode: 236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Fatal All 9+9 4 26 -11 - 5

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.

  • In IK mode Robo-Ky's heat constantly decreases very quickly similarly to his 236236P install super.

Additional Frame Data: IK mode activation time 80F.


Colors

GGACR Robo-Ky normal p.png
GGACR Robo-Ky normal k.png
GGACR Robo-Ky normal s.png
GGACR Robo-Ky normal h.png
GGACR Robo-Ky normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Robo-Ky ex p.png
GGACR Robo-Ky ex k.png
GGACR Robo-Ky ex s.png
GGACR Robo-Ky ex h.png
GGACR Robo-Ky ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Robo-Ky slash p.png
GGACR Robo-Ky slash k.png
GGACR Robo-Ky slash s.png
GGACR Robo-Ky slash h.png
AC Robo-Ky normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Robo-Ky reload p.png
GGACR Robo-Ky reload k.png
GGACR Robo-Ky reload s.png
GGACR Robo-Ky reload h.png
AC Robo-Ky normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Robo-Ky slash d.png
GGACR Robo-Ky reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

External References

Navigation

Robo-Ky
Ambox notice.png To edit frame data, edit values in GGACR/Robo-Ky/Data.