GGACR/Robo-Ky/Frame Data: Difference between revisions

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{{#lsth:GGACR/Robo-Ky/Data|Nav}}
|image=Ro-s.gif
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==[[GGACR/System Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
{{CharData-GGACR
{{#lsth:GGACR/Robo-Ky/Data|SystemData}}
|defense=x 0.89
|guts=0
|stun=80
|jumpStartup=5
|backdashTime=14
|backdashInv=1-10
}}
<br clear=all/>
<br clear=all/>
==Normals==
==Normals==
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: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)
: '''Su''' = Overdrives (aka: Supers)
----
==Navigation==
{{CharLinks
{{#lsth:GGACR/Robo-Ky/Data|Links}}
|charMainPage=GGACR/Robo-Ky
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Robo-Ky]]
[[Category:Robo-Ky]]

Revision as of 06:53, 1 April 2019

System Data


Normals

Version 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
25 HLF 6 4 3 +7 -
16 LF 5 7 7 -4 -
30 HLF 9 2 18 -3 -
38 HLF 10 5 20 -8 -
41 HLF 5 7 29 -17 -
30 HLF 11 2 36 -4 -
20 HLF 5 2 36 -4 -
12 HLF 13 12 12 -6 -
30 any 16 14 7 +3 -
50 any 19 11 17 -1 -


15 H 24 4 22 -12 -
25 HLF 4 7 29 -22 -
18 HLF 6 4 5 +3 -
12 L 7 11 9 -8 -
34 L 10 3 20 -9 -
37, 20 LF 10 3,3 17 +1 -
50 HLF 14 - 51 total -7 -
50 HLF 14 - 51 total -7 -
20 HA 7 8 4 - -
22 HA 7 12 16 - -
30 HA 9 2 23 -7 -
28 HA 8 3 41 -7 -
10*12 HA 8 2*12 12 + 8 landing - -

Throws

Version 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
60 45 pixels - - - - -
60 88 pixels - - - - -

Specials

Version 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
35 to self unblockable 1 until it hits - - -
- - - - - - -
- - 38 106 24 total - -
10*3 All 24 4*3 57 total +22 -
14*4 All 24 4*4 57 total +38 -
18*5 All 24 4*5 57 total +54 -
30 HLF 21 12 7 + 4 landing +2 -
40 HLF 13 19 7 + 6 landing +5 -
50 HLF 11 24 7 + 3 landing +8 -
30 HLF 9 3 38 + 8 landing -35 -
30, 50 HLF 3 2 (4) 3 35 + 8 landing -29 -
16, 50 HLF 3 4 (6) 4 29 + 8 landing -22 -
30 All 9 3 until landing + 8 -35 -
30, 50 HA, all 3 2 (4) 3 until landing + 8 -29 -
40, 50 HA, all 3 4 (6) 4 29 + 8 landing -22 -
20 all 11 - 47 total + 14 after landing - -
60 all 7 - 31 total + 14 after landing - -
75 all 9 - 39 total + 14 after landing - -
50 HLF 13 9 19 0 -
2*N, 50 70 pixels 7 1 37 - -

Force Breaks

Version 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
- - - - 67 total - -

Overdrives

Version 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
6*N HLF 2+2 2*N 9 +6 -
70 [95] HLF 7 [3] 3 27 [20] -11 [-4] -
30, 110 HLF 13+0 12 (15) 20 26 + 10 after landing - -
- - 10+12 - - - -
12*27 HLF 1 3*27 134 total +118 -

Instant Kill

Version 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
Fatal all 9+9 4 26 -11 -

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)

Navigation

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.