GGACR/Robo-Ky/Strategy: Difference between revisions

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Robo-ky's specials at level 1 are very, '''very''' bad. Due to this, and also due to his unorthodox normal moves, Robo-ky will be at disadvantage during almost every round start. Certain matchups won't have such difficult start, like against Millia. But with MUs like Axl, you will have an incredible hard time doing anything before getting meter for level 3, even deploying mat is sometimes impossible. Due to this, one of the most crucial aspects to be a good Robo-ky, is your ability to Instant Block.
Robo-ky's specials at level 1 are very, '''very''' bad. Due to this, and also due to his unorthodox normal moves, Robo-ky will be at disadvantage during almost every round start. Certain matchups won't have such difficult start, like against Millia. But with MUs like Axl, you will have an incredible hard time doing anything before getting meter for level 3, even deploying mat is sometimes impossible. Due to this, one of the most crucial aspects to be a good Robo-ky, is your ability to Instant Block.


Robo-ky benefits much more from IB than the cast, he gains more meter per IB and the gaps created by IB are able to be contested with Robo's level 3 DP. Thus he may completely reverse the situation against an opponent that is careless with his blockstrings, even if you don't, you can still get level 3 by IB'ing 1-2 blockstrings, gaining access to your powerful arsenal of level 3 tools without risking too much.
Robo-ky benefits much more from IB than the cast, he gains more meter per IB and the gaps created by IB are able to be contested with Robo's level 3 DP or punch super. Thus he may completely reverse the situation against an opponent that is careless with his blockstrings, even if you don't, you can still get level 3 by IB'ing 1-2 blockstrings, gaining access to your powerful arsenal of level 3 tools without risking yourself too much, though your guard gauge might end up almost full against some heavy hitters.


Having that in mind, there are indeed some things a Robo can try during round start besides retreating to deploy the mat. His 5P is an excellent move, fast and with a very disjointed hitbox, it can stuff long moves like Sol's f.S/H at round start, you can Option Select it with 2D. Try pressing 2D during 5P's active frames, if the 5P connects, it will be cancelled into mat, and you can safely approach due to the opponent taking a counter hit from that. If the 5P doesn't connect, 2D won't come out because it was pressed during a move, so you will be safe. This isn't a fail safe strategy, but it's one of your options. Certain characters round start options also get beaten by Robo's 2P or even 2K, so keep that in mind.
Having that in mind, there are indeed some things a Robo can try during round start besides retreating to deploy the mat. His 5P is an excellent move, fast and with a very disjointed hitbox, it can stuff long moves like Sol's f.S/H at round start, you can Option Select it with 2D. Try pressing 2D during 5P's active frames, if the 5P connects, it will be cancelled into mat, and you can safely approach due to the opponent taking a counter hit from that. If the 5P doesn't connect, 2D won't come out because it was pressed during a move, so you will be safe. This isn't a fail safe strategy, but it's one of your options. Certain characters round start options also get beaten by Robo's 2P or even 2K, so keep that in mind.

Revision as of 03:25, 15 July 2021


General Tactics

Round Start

Robo-ky's specials at level 1 are very, very bad. Due to this, and also due to his unorthodox normal moves, Robo-ky will be at disadvantage during almost every round start. Certain matchups won't have such difficult start, like against Millia. But with MUs like Axl, you will have an incredible hard time doing anything before getting meter for level 3, even deploying mat is sometimes impossible. Due to this, one of the most crucial aspects to be a good Robo-ky, is your ability to Instant Block.

Robo-ky benefits much more from IB than the cast, he gains more meter per IB and the gaps created by IB are able to be contested with Robo's level 3 DP or punch super. Thus he may completely reverse the situation against an opponent that is careless with his blockstrings, even if you don't, you can still get level 3 by IB'ing 1-2 blockstrings, gaining access to your powerful arsenal of level 3 tools without risking yourself too much, though your guard gauge might end up almost full against some heavy hitters.

Having that in mind, there are indeed some things a Robo can try during round start besides retreating to deploy the mat. His 5P is an excellent move, fast and with a very disjointed hitbox, it can stuff long moves like Sol's f.S/H at round start, you can Option Select it with 2D. Try pressing 2D during 5P's active frames, if the 5P connects, it will be cancelled into mat, and you can safely approach due to the opponent taking a counter hit from that. If the 5P doesn't connect, 2D won't come out because it was pressed during a move, so you will be safe. This isn't a fail safe strategy, but it's one of your options. Certain characters round start options also get beaten by Robo's 2P or even 2K, so keep that in mind.

While it's true that Robo-ky is at his weakest during the start of the round and isn't much of a threat, it doesn't mean that it can't change very fast. j.S and j.H are frightening moves, with powerful counter hits. j.S counter hit gives you a ground bounce, enabling you to hit robo dash and get to level 3 almost immediately, no matter if it hits OTG or in the air. j.H from round start position will probably net you a wallsplat, giving you a free robo dash, with corner, oki and level 3 to boot, taking the match instantly to your favor. Against setplay characters like Venom, or players in general that like to create distance and zone you, you can try to pursue and hit them with Robo dash, it's fully invincible during the second half of the startup up to the last active frame, giving you too free level 3 if they get hit. If you already instilled fear into your opponent with these tools, it can make them hesitate to chase you at round start, allowing you to retreat to deploy mat or even try to pressure them a little to deploy mat from a blockstring.

6P has a long range and can catch late jumps and moves from certain characters, it will knock them far away from you, while you can safely deploy mat and get meter. Beware that it can get stuffed by faster moves or low profiled by almost all sweeps.

Blockstrings

String
5K > 5K > c.S > f.S> 2D
5K > c.S > 2P > 236S
2K > 6H at 50°-80°

2P can be used as a whiff to end pressure strings. Follow up with either 6H, 6P, or j.236S. Ending pressure strings with level 3 214S can catch people off guard.

Okizeme

Setups

Robo-Ky's most basic Okizeme will begin by comboing into a 2S knockdown > 2D, then set up a level 2+ 236S. Assuming the opponent blocks on wakeup, this gives you plenty of time to run the mixup.

If you scored the knockdown by less ideal means, such as a 6P, here are a few other options:

Meaty 5P into pressure; doesn't work on characters that can duck it like Faust or Zappa; use 2P instead here.

Meaty 6H at 50-80 heat into pressure; very advantageous on block, and has no pushback.

Mixups

  • While they're blocking a level 2+ 236S missile:
    • j.P whiff: If opponent is blocking the 236S, normal jump toward them and throw out a j.P, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.
    • Dash at them, threatening a Robodash or 63214K.
    • j.214D, threatening an overhead or empty land into 63214K.
  • After meaty 5P:

Link into 5K, 2K, or 2S

Tips and Tricks

A playlist of Nagao's Robo tech. Some of the material in this playlist may be outdated in the most recent version of the game. Note that the Dustloop forum guides do not correctly link to this playlist.
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-

Some common situations against the cast, and how Robo-ky can use his tools against them.
https://www.youtube.com/watch?v=wpTj96DP-HE

Fighting Robo-Ky

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