GGSlash/Robo-Ky/Frame Data

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System Data

Defense Modifier: x 0.89

Guts Rating: 0

Stun Resistance: 80

Jump Startup: 5

Backdash Time: 14

Backdash Invincibility: 1-10


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 25 - - - 3 HLF SR 6 4 3 +7
5K 16 - - - 1 LF CSJR 5 7 7 -4
  • Initial proration 85%
c.S 30 - - - 4 HLF SJR 9 2 18 -3
f.S 38 - - - 4 HLF SR 9 2 18 -3
  • Knocks down opponent on CH
5H 41 - - - 5 HLF RF 5 7 29 -17
  • Staggers opponent on hit (max 62F)
5D 15 - - - 3 HF R 22 4 25 -12
6P 55 - - - 5 HLF - 11 2 36 -4
  • 1-3F Upper body inv
  • 4-18F Above knees inv
  • Knocks down opponent on ground hit
  • Projectile
  • 1-27F Robo-Ky in CH state
  • Heat +22.5
6H (Lv1) 12 - - - 1 All F 15 12 9 -6
  • Staggers opponent on CH (max 35F)
  • Projectile
  • Hitstop 5F
  • 1-31F Robo-Ky is in CH state
  • Heat -13.5
6H (Lv2) 30 - - - 2 All F 19 15 3 +6
  • Staggers opponent on CH (max 54F)
  • Projectile
  • 1-28F Robo-Ky is in CH state
  • Heat -13.5
6H (Lv3) 50 - - - 3 All F 22 12 13 +2
  • Staggers opponent on CH (max 57F)
  • Projectile
  • 1-35F Robo-Ky is in CH state
  • Heat -18.9
2P 18 - - - 2 HLF SR 6 4 5 +3
  • Initial proration 85%
2K 12 - - - 2 L R 7 11 9 -8
  • 7-22F Low profile
  • Robo-Ky is in CH state during recovery
  • Heat +10.8
2S 34 - - - 3 L R 10 3 20 -9
  • Knocks down opponent on hit
  • Hitstop 6F
2H 50 - - - 4 HLF F 14 - Total 51 -7
  • Floats opponent on hit
  • 1-33F Robo-Ky is in CH state
  • Projectile
j.P 20 - - - 2 HA CSJR 7 8 4 -
j.K 22 - - - 2 HA SJR 7 12 16 -
j.S 30 - - - 3 HA SJR 9 2 23 -
  • Slams down and ground bounces opponent on CH (untechable for 130F)
j.H 28 - - - 3 HA R 8 3 37 -
  • 1-29F Robo-Ky is in CH state
  • Heat +9.0
j.D 12*12 - - - 1 HA SR 10 24 9+8L -
  • On air hit, untechable for 16F
Ground Throw 60 - - - - Throw: 45 Pixels R - - - -
  • Knocks down opponent on hit
  • Ground bounces opponent on CH
  • Forced proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced proration 50%
DAA 25 - - - 3 All R 4 4 29 -22
  • 1-10F Full inv
  • Wall bounces opponent on hit
  • On ground hit, untechable for 28F
  • Forced proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Gimmic-KY
2D
- - - - - - - 38 111 Total 24 -
  • Startup and active frames listed are for the mat
  • Robo-Ky is in crouching state during move
  • 9F onwards mat will be layed, even if Robo-Ky gets hit
Don't get Coc-KY! (Lv 1)
236S
10*3 - 0 - 2 All - 24 4*3 Total 57 +22
  • Robo-Ky is in crouching state during move
  • Heat +9.0
Don't get Coc-KY! (Lv 2)
236S
14*4 - 0 - 2 All - 24 4*4 Total 57 +38
  • Robo-Ky is in crouching state during move
  • Heat +9.0
Don't get Coc-KY! (Lv 3)
236S
18*5 - 0 - 2 All - 24 4*5 Total 57 +54
  • Robo-Ky is in crouching state during move
  • Heat +9.0
  • Attack disappears if Robo-Ky gets hit
Fun-KY (Lv 1)
214S
30 - - - 3 HLF - 21 12 7+4L +2
  • 7F onwards Feet inv and airborne
  • On air hit, untechable for 18F
  • Heat +13.5
  • Immediately enters recovery animation (11F) on hit or block
Fun-KY (Lv 2)
214S
40 - - - 5 HLF - 13 16 7+6L +5
  • 7F onwards Feet inv and airborne
  • On air hit, untechable for 18F
  • Immediately enters recovery animation (11F) on hit or block
Fun-KY (Lv 3)
214S
50 - - - 5 HLF R 11 24 7+3L +8
  • 7F onwards Feet inv and airborne
  • On air hit, untechable for 18F
  • Immediately enters recovery animation (11F) on hit or block
Hun-KY Homerun (Lv 1)
623H
30 - - - 3 HLF F 9 3 38+8L -35
  • 1-8F Throw inv
  • 9F onwards airborne
  • Floats opponent on hit (untechable for 20F)
  • Robo-Ky is in CH state until landing
  • Heat +13.5
Hun-KY Homerun (Lv 2)
623H
30,50 - - - 4 HLF F 3 2(4)3 35+8L -29
  • 1-22F Throw inv
  • 9F onwards airborne
  • Robo-Ky is in CH state until landing
  • Floats opponent on normal hit (1st hit untechable for 30F, 2nd hit for 40F)
Hun-KY Homerun (Lv 3)
623H
16,50 - - - 5 HLF RF 3 4(6)4 29+8L -22
  • 1-29F Throw inv
  • 9F onwards airborne
  • Floats opponent on hit (untechable for 30F)
  • Guaranteed knockdown on ground CH
  • Robo-Ky is in CH state until landing
Jun-KY Bargain (Lv 1)
j.236S
20 - - - 2 All - 11 - Total 49+14L -
  • Knocks down opponent on ground hit
  • Robo-Ky is in crouching state during landing recovery
  • 1-34F Robo-Ky is in CH state
  • Attack disappears if Robo-Ky gets hit
  • Heat +18.0
Jun-KY Bargain (Lv 2)
j.236S
60 - - - 3 All - 7 - Total 31+14L -
  • Blows away opponent on air hit (untechable for 25F)
  • Wall bounces opponent on CH (untechable for 50F)
  • Robo-Ky is in crouching state during landing recovery
  • 1-21F Robo-Ky is in CH state
  • Dizzy modifier x2
  • Attack disappears immediately if Robo-Ky is hit
  • Homes in on opponent
  • Heat +9.0
Jun-KY Bargain (Lv 3)
j.236S
75 - - - 5 All - 9 - Total 39+14L -
  • 9-26F Wall bounces opponent (untechable for 24F)
  • 1-26F Robo-Ky is in CH state
  • Missile disappears on 27F and splits into 4 mini-missiles on 28F
  • Each mini-missiles have attack level 3, damage 25, and are homing
  • Attack disappears immediately if Robo-Ky is hit
  • Heat +9.0
Spi-KY
While Running > P/K/S/H
50 - - - 5 HLF RF 13 9 19 ±0
  • 7-8F, 19-24F Foot inv
  • 9-18F Full inv
  • Dizzy modifier x0
  • Immediately enters recovery animation (18F) on block, 1-5F Strike inv
  • On hit, Robo-Ky enter Power Up stance (77F). 1-26F Full inv.
  • Power-up stance can be cancelled into any action other than blocking or moving from 2F onwards
  • Knocks down opponent on hit
  • Heat +4.5
Overheat
When Heat reaches 100.0
Self 35 - - - - - - - - - -
  • Knocks down Robo-Ky
  • Initial Prorate 50% for the opponent
S-KY-line
63214K
8*n,35 - - - - Throw: 70 Pixels R 7 1 - -
  • On whiff, recovery 37F
  • 1-7F Robo-Ky is in CH state
  • On successful throw, drains opponent's Tension, number of hits increaess with amount of Tension drained
  • Consumes 10% of Electricity Gauge
  • Forced proration 50%
Delayed Wakeup
Knocked Down > P+K
- - - - - - - - - - -
  • Must input command within 10F after knockdown
  • Delays wakeup for 60F
  • Robo-Ky loses 5% Tension, Opponent gains 5% Tension

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
What's Useless Will Always Be So
236236SSS...
6*n - - - 4 HLF R 2+2 2*n 9 +6
  • 2F Full inv
  • On air hit, untechable for 60F
  • Knocks down opponent on ground hit
  • Hitstop 7F
  • Mash S button for more hits
Followup Headbutt
What's Useless > 236S
75 - - - 5 HLF R 7 3 27 -11
  • Blows away opponent on hit (untechable for 60F)
  • When Heat is between 98 and 99 degrees, Damage becomes 95, startup 3F, recovery 20F, frame adv -4F, wall bounces opponent on hit
Whac-KY Blow
623H (50% Electricity, first hit hits opponent)
30,110 - - - 5 HLF R 13+0 8(15)20 36+10L -
  • 1-69F Full inv
  • Robo-Ky is in CH state until landing
Ris-KY Lovers
236236P
- - - - - - - 10+12 - - -
  • Robo-Ky enters Overclock mode on 10F
  • During Overclock mode Robo-Ky is faster, can not Overheat, and automatically gains Electricity
Ris-KY Lovers
Self Destruct
12*27
Self 53
- - - 1 All - 1 3*27 Total 134 +118
  • Listed recovery and Frame Adv. is for when the explosion occurs on the ground next to opponent
  • Knocks down Robo-Ky
  • Knocks down opponent on hit
  • Recovers 30% Electricity Gauge on hit, 20% on block

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
13 Luck-KY
in IK Mode, 236236H
DESTROY - - - - All - 9+9 4 26 -11
  • IK Mode activation: 80F

Gatling Table

Ground Gatlings
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
Air 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)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc