No edit summary |
|||
Line 601: | Line 601: | ||
|- | |- | ||
{{AttackVersion|name=Headbutt|subtitle=What's Useless > 214S|rowspan=2}} | {{AttackVersion|name=Headbutt|subtitle=What's Useless > 214S|rowspan=2}} | ||
{{#lst:GGACR/Robo-Ky/Data|236236S | {{#lst:GGACR/Robo-Ky/Data|236236S 214S Full}} | ||
|- | |- | ||
{{Description|11|text= | {{Description|11|text= |
Revision as of 01:47, 24 May 2020
System Data
Normals
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. | Invulnerability | ||||
---|---|---|---|---|---|---|---|---|---|---|
5P | ||||||||||
| ||||||||||
5K | ||||||||||
| ||||||||||
c.S | ||||||||||
f.S | ||||||||||
| ||||||||||
5H | ||||||||||
| ||||||||||
6P (1st hit) | ||||||||||
| ||||||||||
6P (hits 2&3) | ||||||||||
| ||||||||||
6H lvl 1 | ||||||||||
| ||||||||||
6H lvl 2 | ||||||||||
| ||||||||||
6H lvl 3 | ||||||||||
| ||||||||||
5D | ||||||||||
2P | ||||||||||
| ||||||||||
2K | ||||||||||
| ||||||||||
2S | ||||||||||
| ||||||||||
2S Above 80% Heat | ||||||||||
| ||||||||||
2H | ||||||||||
| ||||||||||
2H Above 80% Heat | ||||||||||
| ||||||||||
j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
| ||||||||||
j.H | ||||||||||
| ||||||||||
j.D | ||||||||||
|
Universal Mechanics
Specials
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. | Invulnerability | ||||
---|---|---|---|---|---|---|---|---|---|---|
Overheat Explosion when heat reaches 100.0 C | ||||||||||
| ||||||||||
Delayed Wakeup knocked down > PK | ||||||||||
| ||||||||||
Gimmic-KY 2D | ||||||||||
| ||||||||||
Don't get Coc-KY! Lv 1 236S | ||||||||||
| ||||||||||
Don't get Coc-KY! Lv 2 236S | ||||||||||
| ||||||||||
Don't get Coc-KY! Lv 3 236S | ||||||||||
| ||||||||||
Fun-KY Lv 1 214S | ||||||||||
| ||||||||||
Fun-KY Lv 2 214S | ||||||||||
| ||||||||||
Fun-KY Lv 3 214S | ||||||||||
| ||||||||||
Hun-KY Homerun Lv 1 623H | ||||||||||
| ||||||||||
Hun-KY Homerun Lv 2 623H | ||||||||||
| ||||||||||
Hun-KY Homerun Lv 3 623H | ||||||||||
| ||||||||||
Hun-KY Homerun Lv 1 j.623H | ||||||||||
| ||||||||||
Hun-KY Homerun Lv 2 j.623H | ||||||||||
| ||||||||||
Hun-KY Homerun Lv 3 j.623H | ||||||||||
| ||||||||||
Jun-KY Bargain Lv 1 j.236S | ||||||||||
| ||||||||||
Jun-KY Bargain Lv 2 j.236S | ||||||||||
| ||||||||||
Jun-KY Bargain Lv 3 j.236S | ||||||||||
| ||||||||||
Spi-KY 66X | ||||||||||
| ||||||||||
S-KY-line 63214K | ||||||||||
|
Force Breaks
Overdrives
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. | Invulnerability | ||||
---|---|---|---|---|---|---|---|---|---|---|
What's Useless Will Always Be So 236236S, SSS... | ||||||||||
| ||||||||||
Headbutt What's Useless > 214S | ||||||||||
| ||||||||||
Whac-KY Blow 623H | ||||||||||
| ||||||||||
Ris-KY Lovers 236236P | ||||||||||
| ||||||||||
Ris-KY Lovers Self Destruct | ||||||||||
|
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
2P | - | 2K | c.S, f.S | 5H, 2H, 6H | 5D, 2D | Sp |
6P | 6P1 | - | - | - | - | - |
5K | 5P2, 2P2 | 5K | c.S, f.S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2K | - | - | 2S | 2H, 6H | 2D | - |
c.S | 2P, 6P | - | f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
f.S | - | - | - | 5H, 2H, 6H | 5D, 2D | Sp |
2S | - | - | - | 5H2,2H | 2D | - |
5H | - | - | - | - | - | - |
2H | - | - | - | - | - | - |
6H | - | - | - | - | - | - |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | - |
- 1: Cancels up to twice (Three shots maximum)
- 2: Delayed Gatlings
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | j.H | j.D | Jump, Sp |
j.K | j.P | - | j.S | j.H | j.D | Jump, Sp |
j.S | j.P | - | - | j.H | - | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGACR/Robo-Ky/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •