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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+P becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa


NOTE: This page is currently under construction! You can find the combo thread and examples here:

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
2K > 2S > 2D Mid Range Net Gain All Very Easy
5K > c.S > 2S > 2D Mid Range Net Gain Not Chipp Easy Can whiff against ABA
5K > 5K > c.S > 214S > 2D Anywhere - 1 block All Easy Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.
5K > c.S > 6P , 2D Anywhere Net Gain All Easy Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.
63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5H/2P , 2D Anywhere - 5 blocks All Medium Make sure to not delay too much and hit them OTG. The possible enders will depend on the opponent's character weight. The 236S ender will only wallbounce at around 92-99 heat, visually it's around halfway through the last block on the heat gauge.
5K > 5k > c.S > 236236SSSS... > 236S Anywhere - 5 blocks All Easy This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.
214S > 236236SSSS... > 236S Anywhere -6 blocks All Easy Requires level 3. Basic conversion from stray hit level 3 horse.
TK DP RC/FRC > j.236SxN Corner - All meter All Very Hard Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
CH j.S > robo dash Anywhere + 5-6 blocks All Easy You must be close to the ground to be able to hit them in the air with robo dash. If not, you will hit them as OTG, which is ok since the robo dash taunt still plays out and you get meter, you will only lose oki.
CH j.H > robo dash From midscreen at max + 5-6 blocks All Easy CH j.h will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you: damage, meter, oki and corner. By far the best counter hit move.
Ground CH 2H > robo dash Anywhere + 5-6 blocks All* Easy* *Hitting your opponent with CH 2h while they are on the ground normally gives you a free conversion, you can do any air combo from there on any character. Hitting robo dash is also easy except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter robo dash range before being able to recover. It isn't impossible to combo, certainly not if you hit an extended hurtbox with 2h, but do not be surprised if you just go under them with it.

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D > j.D (6 hits) > j.D > j.236S/j.623H Anywhere - 1 block All Hard If you are closer to the opponent, you can get a few extra hits on the first j.d before you lose the window to cancel into homing jump again. The second j.d can drop easily against some characters if you delay too much. Ending with missile is usually better since you do all the damage in one hit, plus you do way more stun if it's a level 2 missile, but you may end up out of reach for it, learn the distance.

Throw FRC Combos

Combo Works on: Difficulty Notes
c.S >j.SPS > dj j.D > (j.623H) All Medium
c.S >2P >c.S > sj.KSPD MI Hard
c.S jump install >2P >c.S > sj.KSPS > dj j.D MI Very Hard

Combo Theory

Robo-ky is a very unique character. While under 50% tension he usually won't be doing much damage, and his special moves will still be a little underwhelming (with the exception of level 2 missiles). Due to this, Robo should focus on getting knockdowns while deploying mat to acquire meter for level 3 specials. Ending your combos with 2s gives you plenty of time to cancel into mat, and leaves the opponent close enough to do the bazooka (236s) oki while staying on top of mat. it's advised to do a micro walk/dash before the bazooka to make sure all the hits connect properly (try not to enter dp range while doing this, it's especially dangerous against both Sol and HOS). In most cases, 2s is the best ender for midscreen combos.

The alternative to the 2s route is ending your combo with 6p, it also has it's pros and cons.

  • 6p has longer range than 2s, giving you a knockdown when 2s would whiff, and a whiffed 2s is dangerous.
  • It does a little less damage, but doing the follow ups does much more damage, while raising much more your heat and losing your knockdown.
  • It raises your heat, this can be useful to get access to lvl 2 steam or enter high heat/80 heat mode. Misuse of 6p however, can lead to overheat, dropping a decisive combo, incurring self damage and losing all your momentum, this can mean losing the match.
  • It knocks them far away from you, you can't safely approach to deploy mat AND do bazooka oki, unless they were close to the corner already. This can be a good thing if you need breathing room and safely gain meter away from your opponent, though. It's also a good way to send an overclocked Robo-ky to explode far from you.

50% tension and above

With 50% tension, your meter will go blue and you will have access to the best version of your specials (again, exception for level 2 missiles). Robo ky gains a powerful launcher with level 3 horse that can either lead into punch super for easy and unburstable damage, or an air combo with the use of 5h frc for extra launch and untech time. Level 3 horse will also lead to a easy to convert and powerful wallbounce if it counter hits.

From this point onwards, the Robo player must quickly evaluate his tension, heat, the opponent's remaining life and stun to decide the best approach with his combos.

  • An opponent with average stun resistance that has taken a few strong hits (especially if you hit a counter hit or level 2 missile) will be susceptible to a stun, if the Robo player can lead into missile loops, even if the combo was scaled with a few hits before.
  • An opponent with low life should be dealt the max damage you can dish out to finish the round, no need for lower damage trying to stun.
  • If in the current situation you are unable to either stun or kill your opponent, you should try to conserve your meter while dishing out good damage. Like launching them with lvl 3 horse > 5h frc > air combo ending with a single missile. It's not advised to empty all your meter for a combo that will not kill or stun. Returning to level 1 is a terrible idea, even more since Robo-ky doesn't get air knockdowns outside of stuns or counter hits.

75% and 100% tension are the magic numbers. They enable Robo-ky to get missile loops from tk dp and normal throw. This can mean a stun against a character with average stun resistance. This also enables Robo to safely dump meter into punch super combos while still getting back to level 3 before they can get up. 100% tension also allows you to go for double punch super, perfect for finishing an opponent with low life and full burst.

Video Examples

Condensed beginner combos
Condensed advanced combos