GGACR/Robo-Ky/Frame Data

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Robo-Ky


Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Robo-Ky 0.89 0 5F Super Heavyweight (x0.95) 14F (1~>10F invuln) 1.25 51F 49F Today's S-KY's Beautiful

Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 25 14 7 Mid 3 SR - 6 4 3 +7 13 14 14 13
5K 16 3 8 80% Low 1 CSJR - 5 7 7 -4 9 10 10 11
c.S 30 14 6 Mid 4 SJR - 9 2 18 -3 16 17 16 14
f.S 38 6 4 Mid 4 SR - 10 5 20 -8 16 17 16 14
5H 41 28 6 Mid 5 RF - 5 7 29 -17 18 19 24 15
6P (1) 30 20 6 90% Mid 5 - 11 2 36 -4 1~3F Upper Body
4~18F Above Knees
18 Down 18 15
6P (2-3) 20 20 6 90% Mid 5 - 5 2 36 -4 4~6F Above Knees 18 Down 18 15
6H Lv1 12 0 8 All 1 F 1.44 13 12 12 -6 9 10 10 5
6H Lv2 30 0 7 All 2 F 2.64 16 14 7 +3 11 12 12 12
6H Lv3 50 0 7 All 3 F 2.64 19 11 17 -1 13 14 14 13
5D 15 High 5 - 24 4 22 -12 18 Launch 18 15
2P 18 85% Mid 2 SR - 6 4 5 +3 11 12 12 12
2K 12 Low 2 R - 7 11 9 -8 7~22F Low Profile 11 12 12 12
2S 34 Low 3 R - 10 3 20 -9 13 Down 14 6
2S Heat 37, 20 Low 3 R - 10 3,3 17 +1 13 Launch Down, 34 6, 13
2H 50 Mid 4 F - 14 Total 51 -7 16 Launch 28 14
2H Heat 50 Mid→ All 4 F - 14 Total 51 -7 16 17 28 14
j.P 20 High/Air 2 SJR - 7 8 4 11 12 12 12
j.K 22 High/Air 2 SJR - 7 12 16 11 12 12 12
j.S 30 High/Air 3 SJR - 9 2 23 -7 13 14 14 13
j.H 28 High/Air 4 SR - 8 3 41 -7 16 17 20 14
j.D 10×12 High/Air 2 SR - 8 2×12 12+8 landing 11 12 18 6


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 60 Forced 50% 45 pixels RF 4.00
Air Throw Air Throw 60 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 7 50% Mid 3 R - 4 7 29 -22 1~10F All 13 Down 14 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Overheat Overheat Explosion 35 to self Unblockable 3 - 1 Until it hits
Knocked Down > PK Delayed Wakeup - 1~End All
2D Gimmic-KY 38 106 Total 24
236S Lv1 Don't get Coc-KY! Lv 1 10×3 All 2 - 24 4×3 Total 57 +22 11 12 12 12
236S Lv2 Don't get Coc-KY! Lv 2 14×4 All 2 - 24 4×4 Total 57 +38 11 12 12 12
236S Lv3 Don't get Coc-KY! Lv 3 18×5 All 2 - 24 4×5 Total 57 +54 11 12 12 12
214S Lv1 Fun-KY Lv 1 30 Mid 3 R - 21 12 7+4 landing +2 7~Until L Feet 13 14 18 13
214S Lv2 Fun-KY Lv 2 40 Mid 5 R - 13 19 7+6 landing +5 7~Until L Feet 18 19 18 15
214S Lv3 Fun-KY Lv 3 50 Mid 5 R - 11 24 7+3 landing +8 7~Until L Feet 18 Launch 20 15
623H Lv1 Hun-KY Homerun Lv 1 30 Mid 3 RF - 9 3 38+8 landing -35 1~8F Throw 13 Launch 20 13
623H Lv2 Hun-KY Homerun Lv 2 30, 50 Mid 2, 4 RF - 3 2 (4) 3 35+8 landing -29 1~7F All 11, 16 Launch 30, 40 6, 14
623H Lv3 Hun-KY Homerun Lv 3 16, 50 Mid 5×2 RF - 3 4 (6) 4 29+8 landing -22 1~17F All 18 Launch 30 6, 15
j.623H Lv1 Hun-KY Homerun Lv 1 30 All 3 RF - 9 3 Until landing+8 -35 1~8F Throw 13 Launch 20 13
j.623H Lv2 Hun-KY Homerun Lv 2 30, 50 90%, 100% High/Air, All 3 RF - 3 2 (4) 3 Until landing+8 -29 1~7F All 13 Launch 30, 40 6, 13
j.623H Lv3 Hun-KY Homerun Lv 3 40, 50 90%, 100% High/Air, All 5×2 RF - 3 4 (6) 4 Until landing+8 -22 1~17F All 18 Launch 30, 40 6, 15
j.236S Lv1 Jun-KY Bargain Lv 1 20 All 2 - 11 Total 47+14 landing 11 12 12 12
j.236S Lv2 Jun-KY Bargain Lv 2 60 All 3 - 7 Total 31+14 landing 13 14 25 13
j.236S Lv3 Jun-KY Bargain Lv 3 75 All 5 - 9 Total 39+14 landing 18 19 18 15
66X Spi-KY 50 Mid 5 RF - 13 9 19 0 5~8F Upper Body
9~18F All
18 Launch Down 15
63214K S-KY-line 2*N, 50 Forced 70% 70 pixels - 7 1 37 1~7F Throw


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
j.214D Today's S-KY's Beautiful - Total 67


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236S What's Useless Will Always Be So 6*N Mid 4 R - 2+2 2*N 9 +6 2~2F All 16 17 Down 7
236236S > 214S Headbutt 70 [95] Mid 5 R - 7 [3] 3 27 [20] -11 [-4] 18 Launch Down [+ WBounce] 15
623H Whac-KY Blow 30, 110 Mid 5 R - 13+0 12 (15) 20 26+10 landing - 1~9F All
10~69F Strike
18 Launch Down + WBounce 15
236236P Ris-KY Lovers - 10+12
236236P Explosion Ris-KY Lovers (Self Destruct) 12×27 Mid 2 - 1 3×27 Total 134 +118 11 12 12 6


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H 13 Luck-KY Fatal All 5 9+9 4 26 -11


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC RoboKy 5P.pngGuard:
Mid
Startup:
6
Recovery:
3
Advantage:
+7
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2PGGAC RoboKy 2P.pngGuard:
Mid
Startup:
6
Recovery:
5
Advantage:
+3
- 2K c.S, f.S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC RoboKy 6P.pngGuard:
Mid
Startup:
11
Recovery:
36
Advantage:
-4
6P[+] - - - - -
5KGGAC RoboKy 5K.pngGuard:
Low
Startup:
5
Recovery:
7
Advantage:
-4
5P[+], 2P[+] 5K[+] c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC RoboKy 2K.pngGuard:
Low
Startup:
7
Recovery:
9
Advantage:
-8
- - 2S 2H, 6H 2D -
c.SGGAC RoboKy cS.pngGuard:
Mid
Startup:
9
Recovery:
18
Advantage:
-3
2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC RoboKy fS.pngGuard:
Mid
Startup:
10
Recovery:
20
Advantage:
-8
- - - 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC RoboKy 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-9
- - - 5H, 2H 2D -
5HGGAC RoboKy 5H.pngGuard:
Mid
Startup:
5
Recovery:
29
Advantage:
-17
- - - - - -
2HGGAC RoboKy 2H.pngGuard:
Mid
Startup:
14
Recovery:
Total 51
Advantage:
-7
- - - - - -
6HGGAC RoboKy 6H.pngGuard:
All
Startup:
13
Recovery:
12
Advantage:
-6
- - - - - -
5DGGAC RoboKy 5D.pngGuard:
High
Startup:
24
Recovery:
22
Advantage:
-12
- - - - - Homing Jump
2DGGAC RoboKy 2D.pngGuard:
-
Startup:
38
Recovery:
Total 24
Advantage:
-
- - - - - -
Air Gatlings
P K S H D Cancel
j.PGGAC RoboKy jP.pngGuard:
High/Air
Startup:
7
Recovery:
4
Advantage:
-
j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC RoboKy jK.pngGuard:
High/Air
Startup:
7
Recovery:
16
Advantage:
-
j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC RoboKy jS.pngGuard:
High/Air
Startup:
9
Recovery:
23
Advantage:
-7
j.P - - j.H - Jump, Special, Super
j.HGGAC RoboKy jH.pngGuard:
High/Air
Startup:
8
Recovery:
41
Advantage:
-7
- - - - - Special, Super
j.DGGAC RoboKy jD.pngGuard:
High/Air
Startup:
8
Recovery:
12+8 landing
Advantage:
-
- - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • 6P is cancellable into self up to 2 times
  • 5K > 5P and 5K > 2P are delayed gatlings
  • 2S > 5H is a delay gatling
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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