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

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{{NavTabs|game=GGACR|chara=Robo-Ky|forums=http://www.dustloop.com/forums/index.php?/forums/forum/26-robo-ky/|active=frame_data}}
<center>{{Character Label|GGACR|Robo-Ky|42px}}</center>
{{GGACR/CharacterLinks}}
 
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[GGACR/Frame Data|System Data]]==
 
{{#lst:GGACR/Robo-Ky/Data|SystemData}}
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{Template:FrameDataGlossary-GGACR}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Normals==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=5P |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|5P Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* On block, raises the GB like a lv 4 move
* Untechable on air CH for 44F
}}
}}
|-
{{AttackVersion|name=5K |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|5K Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=c.S |subtitle=}}
{{#lst:GGACR/Robo-Ky/Data|c.S Full}}
|-
{{AttackVersion|name=f.S |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|f.S Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Initial Prorate 85%
*Can chain into normal other than 5P or 2P (even on whiff) after 8F
}}


  }}
==[[GGACR/Frame Data|System Data]]==
|-
{{#cargo_query:tables=ggacrCharacters
{{AttackVersion|name=5H |subtitle=|rowspan=2}}
|fields=ROUND(defense,2)=Damage Received Modifier,guts=Guts Rating,guardBalance=Guard Balance,CONCAT("1/", guardRecovery, "F")=Guard Recovery,weight=Gravity Mod,stunResistance=Stun Resist,CONCAT(wakeupFaceDown,"F")=Wakeup Face Down,CONCAT(wakeupFaceUp,"F")=Wakeup Face Up
{{#lst:GGACR/Robo-Ky/Data|5H Full}}
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|-
|format=table
{{Description|11|text=
{{ColumnList |text=
*Stagger on ground CH (max: 62F)
*Untechable on air hit for 24F
*FRC timing: 5-8
* Staggers opponent on CH (max 47F)
}}
}}
|-
{{AttackVersion|name=6P |subtitle=(1st hit)|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|6P (1) Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*1-3 upperbody invincibility
*4-18 above the knees invincibility
*Causes blowback on hit
*Causes blowback and knockdown on ground hit
*CH state from frames 1-28
*Initial Prorate 90%
*Is a projectile
*Projectile disappears immediately if Robo-Ky is hit
*Can cancel frames 19-32 of the 1st hit into 6P (2nd hit)
*Raises the temperature gauage by 10 C on 10F
}}
}}
|-
{{AttackVersion|name=6P |subtitle=(hits 2&3)|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|6P (2-3) Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*4-6 above the knees invincibility
*Causes blowback on hit
*Causes blowback and knockdown on ground hit
*CH state from frames 1-22
*Initial Prorate 90%
*Is a projectile
*Projectile disappears immediately if Robo-Ky is hit
*Can cancel into 3rd hit during frames 14-26 of the 2nd hit
*Temperature increase occurs on 4F (2nd hit raises by 18 C, 3rd hit by 22.5)
}}
}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Advanced Character Stats" data-collapsetext="Hide Advanced Character Stats">{{clear}}
===Ground Movement Values===
{{#cargo_query:tables=ggacrCharacters
|fields=walkSpeedForwards=Forwards Walk Speed,walkSpeedBackwards=Backwards Walk Speed,initialDashSpeed=Initial Dash Speed,dashAcceleration=Dash Acceleration,runSkinSpeed=Run Skid Speed
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Backdash Values===
{{AttackVersion|name=6H lvl 1 |subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:GGACR/Robo-Ky/Data|6H Lv1 Full}}
|fields=backdashDuration=Backdash Duration,CONCAT("1~",backdashInvulnerability,"F")=Backdash Invuln,backdashVX=Backdash Horizontal Speed
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description|11|text=
|format=table
{{ColumnList |text=
*Staggers on ground CH (max: 35F)
*CH state from frames 1-32
*Hit stop 5
*Is a projectile
*FRC timing frames 10-12
*Projectile disappears immmediately if Robo-Ky gets hit
*Lowers heat by 2.7 C on frame 7, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C)
}}
}}
===Jump Values===
{{#cargo_query:tables=ggacrCharacters
|fields=CONCAT(prejump,"F")=Prejump,numberOfJumps=Number of Jumps,jumpVY=Jump vY,jumpHeight=Jump Height,CONCAT(jumpDuration,"F")=Jump Duration,jumpVXForwards=Forwards Jump vX,jumpVXBackwards=Backwards Jump vX
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
====High Jump Values====
{{AttackVersion|name=6H lvl 2 |subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:GGACR/Robo-Ky/Data|6H Lv2 Full}}
|fields=CONCAT(prejump,"F")=Prejump,highJumpVY=High Jump vY,highJumpHeight=High Jump Height,CONCAT(highJumpDuration,"F")=High Jump Duration,highJumpVXFowards=Forwards High Jump vX,highJumpVXBackwards=Backwards High Jump vX
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description|11|text=
|format=table
{{ColumnList |text=
*Staggers on ground CH (max: 54F)
*CH state from frames 1-32
*FRC timing: 13-14
*Is a projectile
*Projectile disappears immmediately if Robo-Ky gets hit
*Lowers heat by 2.7 C on frame 10, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C)
}}
}}
===Air Dash Values===
{{#cargo_query:tables=ggacrCharacters
|fields=numberOfAirDashes=Number of Air Dashes,CONCAT(airDashStartup,"F")=Forwards Air Dash Startup,CONCAT(airDashForwardsDuration,"F")=Forwards Air Dash Duration,airDashForwardsSpeed=Forwards Air Dash Speed,CONCAT(airDashBackwardsStartup,"F")=Backwards Air Dash Startup,CONCAT(airDashBackwardsDuration,"F")=Backwards Air Dash Duration,airDashBackwardsSpeed=Backwards Air Dash Speed,minimumRisingAirDashHeight=Minimum Rising Airdash Height
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Tension Gain Values===
{{AttackVersion|name=6H lvl 3 |subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:GGACR/Robo-Ky/Data|6H Lv3 Full}}
|fields=walkForwardsTensionGain=Forwards Walk,runTensionGain=Run,jumpForwardsTensionGain=Forwards Jump,airDashForwardsTensionGain=Forwards Air Dash
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description|11|text=
|format=table
{{ColumnList |text=
*Staggers on ground CH (max: 50F)
*CH state from frames 1-41
*FRC timing: 16-17
*Is a projectile
*Projectile disappears immmediately if Robo-Ky gets hit
*Lowers heat by 2.7 C on frame 13, followed by 6 decreases of 2.7 C every 3 frames. (total temperature decrease of 18.9 C)
}}
}}
===Proximity Ranges===
{{#cargo_query:tables=ggacrCharacters
|fields=closeSlashProximityRange=Close Slash Proximity Range,,groundThrowRange=Ground Throw Range,airThrowRange=Air Throw Range
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
</div>{{clear}}
{{AttackVersion|name=5D |subtitle=}}
 
{{#lst:GGACR/Robo-Ky/Data|5D Full}}
==Normal Moves==
|-
{{GGACR-FullFrameDataTable|moveType=normal}}
{{AttackVersion|name=2P |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2P Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Initial Prorate 85%
}}
}}
|-
{{AttackVersion|name=2K |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2K Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Low Profile 7-22F
*In CH State during recovery
*Raises heat by 3.6 C on frame 1, followed by 2 increases of 3.6 C every 3 frames. (total temperature decrease of 10.8 C)
}}
}}
|-
{{AttackVersion|name=2S |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2S Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Knocks down opponent on hit
*Hitstop 6F
*Can cancel into 5H after 22F
}}
}}
|-
{{AttackVersion|name=2S |subtitle=Above 80% Heat|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2S Heat Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*1st hit knocks down opponent on hit
*2nd hit launches opponent (untehcable for 34F)
*1st hit has hitstop 6F
*Raises heat by 2.4 C on frame 1
}}
}}
|-
{{AttackVersion|name=2H |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2H Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Launches opponent on hit (on ground hit untechable for 28F)
*Robo-Ky is in CH State 1-33F
*FRC Timing 19-21F
*Is a projectile
*Missile disappears immediately if Robo-Ky is hit
}}
}}
|-
{{AttackVersion|name=2H |subtitle=Above 80% Heat|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2H Heat Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Missile lands after 113F
*Missile disappers immediately if Robo-Ky is hit
*Raises heat by 6.2 C on frame 1
}}
}}
|-
{{AttackVersion|name=j.P |subtitle=}}
{{#lst:GGACR/Robo-Ky/Data|j.P Full}}
|-
{{AttackVersion|name=j.K |subtitle=}}
{{#lst:GGACR/Robo-Ky/Data|j.K Full}}
|-
{{AttackVersion|name=j.S |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.S Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Ground bounces and knocks down opponent on CH
}}
}}
|-
{{AttackVersion|name=j.H |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.H Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Untechable for 20F
*Wall sticks opponent on CH (untechable for 108F, sticks for 27F)
*Robo-Ky is in CH state 1-33F
*Raises heat by 21.6 C on frame 1
}}
}}
|-
{{AttackVersion|name=j.D |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.D Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Untechable for 18F
*Hitstop 6F
*???
}}
}}
|}


==Universal Mechanics==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=other}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Ground Throw |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|Ground Throw Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Forced Prorate 50%
* Ground bounces and knocks down opponent on hit
* Ground bounces higher on CH
* FRC Timing 59-60F
}}
}}
|-
{{AttackVersion|name=Air Throw |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|Air Throw Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Forced Prorate 50%
* Knocks down opponent on hit
}}
}}
|-
{{AttackVersion|name=[[GGACR/Defense#Dead Angle Attack|DAA]]|subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|DAA Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Fully Invincible 1-10F
*Blowback and wall bounce on hit (untechable for 28F)
*Initial Prorate 50%
}}
}}
|-
|}


==Specials==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=special}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Overheat Explosion|subtitle=when heat reaches 100.0 C|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|Overheat Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* This attack hits only Robo-Ky and not the opponent
* Untechable for 60F
* Initial Prorate 50% for the opponent
* Resets heat to 30.0 C afterwards
}}
}}
|-
{{AttackVersion|name=Delayed Wakeup |subtitle=knocked down > PK |rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|Delayed Wakeup Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Delays wakeup for 58F
* Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension
}}
}}
|-
{{AttackVersion|name=Gimmic-KY|subtitle=2D|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|2D Full}}
|-
{{Description|11|text=
{{ColumnList |text=
*Robo-Ky is in crouching state during move
*From frame 9 on, mat will be layed, even if Robo-Ky is hit
* ???
*Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame
}}
}}
|-
{{AttackVersion|name=Don't get Coc-KY! Lv 1|subtitle=236S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236S Lv1 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* In CH state 1-43F
* Robo-Ky is in crouching state during move
* Projectile disappears immediately if Robo-Ky is hit
* Raises heat by 5.0 C on frame 1
}}
}}
|-
{{AttackVersion|name=Don't get Coc-KY! Lv 2|subtitle=236S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236S Lv2 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* In CH state 1-43F
* Robo-Ky is in crouching state during move
* Projectile disappears immediately if Robo-Ky is hit
* Raises heat by 4.8 C on frame 1
}}
}}
|-
{{AttackVersion|name=Don't get Coc-KY! Lv 3|subtitle=236S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236S Lv3 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* In CH state 1-43F
* Robo-Ky is in crouching state during move
* Projectile disappears immediately if Robo-Ky is hit
* Raises heat by 5.0 C on frame 1
}}
}}
|-
{{AttackVersion|name=Fun-KY Lv 1|subtitle=214S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|214S Lv1 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Foot invincible and airborne from 7F onwards
* Untechable for 18F
* Immediately enters recovery animation on hit or block
* Raises heat by 20.0 C on frame 1
}}
}}
|-
{{AttackVersion|name=Fun-KY Lv 2|subtitle=214S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|214S Lv2 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Foot invincible and airborne from 7F onwards
* Immediately enters recovery animation on hit or block
* Slides opponent on CH (untechable for 60F, slides for 37F)
}}
}}
|-
{{AttackVersion|name=Fun-KY Lv 3|subtitle=214S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|214S Lv3 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Foot invincible and airborne from 7F onwards
* Knocks down opponent on ground hit (untechable for 20F)
* Immediately enters recovery animation on hit or block
* Wall bounches opponent on CH (untechable for 40F)
}}
}}
|-
{{AttackVersion|name=Hun-KY Homerun Lv 1|subtitle=623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|623H Lv1 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Throw invincible 1-8F
* Airborne from 9F onwards
* Floats opponent on hit (untechable for 20F)
* Robo-Ky is in CH state until landing
* FRC Timing 24-25F
* Auto Jump Install
* Raises heat by 20.0 C on 1F
}}
}}
|-
{{AttackVersion|name=Hun-KY Homerun Lv 2|subtitle=623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|623H Lv2 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Fully invincible 1-7F
* Airborne from 9F onwards
* Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F)
* Robo-Ky is in CH state until landing
* FRC Timing 22-23F
* 1st hit has hitstop 6F
* Auto Jump Install
}}
}}
|-
{{AttackVersion|name=Hun-KY Homerun Lv 3|subtitle=623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|623H Lv3 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Fully invincible 1-17F
* Airborne from 13F onwards
* Floats opponent on hit (untechable for 30F)
* Robo-Ky is in CH state until landing
* FRC Timing 23-24F
* Automatically cancels into super followup if 1st hits (not blocked)
* Auto Jump Install
}}
}}
|-
{{AttackVersion|name=Hun-KY Homerun Lv 1|subtitle=j.623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.623H Lv1 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Throw invincible 1-8F
* Floats opponent on hit (untechable for 20F)
* Robo-Ky is in CH state until landing
* FRC Timing 24-25F
* Raises heat by 13.5 C on 1F
}}
}}
|-
{{AttackVersion|name=Hun-KY Homerun Lv 2|subtitle=j.623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.623H Lv2 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Fully invincible 1-7F
* Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F)
* Robo-Ky is in CH state until landing
* FRC Timing 23-24F
* 1st hit has hitstop 6F
}}
}}
|-
{{AttackVersion|name=Hun-KY Homerun Lv 3|subtitle=j.623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.623H Lv3 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Fully invincible 1-17F
* Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F)
* Robo-Ky is in CH state until landing
* FRC Timing 23-24F
* 1st hit has hitstop 6F
}}
}}
|-
{{AttackVersion|name=Jun-KY Bargain Lv 1|subtitle=j.236S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.236S Lv1 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Knocks down opponent on ground hit
* Robo-Ky is in CH state 1-34F
* Robo-Ky is in crouching state during landing recovery
* Missile disappears immediately if Robo-Ky is hit
* Missile trajectory changes until 43F
* Raises heat by 27.8 C on 11F
}}
}}
|-
{{AttackVersion|name=Jun-KY Bargain Lv 2|subtitle=j.236S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.236S Lv2 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Blows opponent away on air hit (untechable for 25F)
* Wall bounces opponent on CH
* Robo-Ky is in CH state 1-21F
* Robo-Ky is in crouching state during landing recovery
* Dizzy modifier x2.0
* Missile tracks opponent until 25F
* Missile disappears immediately if Robo-Ky is hit
* Raises heat by 4.1 C on 7F
}}
}}
|-
{{AttackVersion|name=Jun-KY Bargain Lv 3|subtitle=j.236S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.236S Lv3 Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Wall bounces opponent if missile hits from 9-26F (aka before it splits) (untechable for 24F)
* Missile disappears on 27F and splits into 4 mini-missiles on 28F
* Each mini-missiles have attack level 3, damage 25, and are homing
* Both the big missile and mini-missiles have a chip damage modifier of 0.1875
* Raises heat by 9.0 C on 9F
}}
}}
|-
{{AttackVersion|name=Spi-KY|subtitle=66X|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|66X Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Upper body invincible 5-8F
* Fully invincible 9-18F
* Floats and knocks down opponent on hit
* Wall bounces and knocks down opponent on CH
* FRC Timing 9-11F
* On block, performs a special recovery animation (total animation length: 18F)
* Frames 1-5 of the recovery animation are invincible to strikes
* Increases temperature gauge by 4.5 C on 1F
* Robo-Ky must run for at least 20F before he can use this attack
* On hit, enters a power-up stance
* Power-up statnce is fully invincible 1-26F
* Power-up stance can be cancelled into any action other than blocking or moving from 2F onwards
* Power-up stance increases the Eletricity Gauge by 2.5% every 2 frames from 26-72F
}}
}}
|-
{{AttackVersion|name=S-KY-line|subtitle=63214K|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|63214K Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Forced Prorate 70%
* Robo-Ky is in CH state 1-7F
* Costs 10% of Electrcity Gauge
* Electricity Gauge increases at most 50%, depending on how much Tension the opponent has
* Opponent loses at most 25% Tension
* Throw invincibility 1-7F
* ???
}}
}}
|}


==Force Breaks==
==Force Breaks==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=forcebreak}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Today's S-KY's Beautiful|subtitle=j.214D|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|j.214D Full}}
|-
{{Description|11|text={{ColumnList
|text=
*Can be steered from 1F onwards
*Can cancel into any action other than blocking, jumping, or air dashing from 2F onwards
*Restores jump options
}}
{{ColumnList
|col=1
|text=
*Decreases heat by 9.0 C on frame 1, followed by 6 decreases of 0.9 C every 6 frames (total temperature decrease of 18.9 C)
}}
}}
|}


==Overdrives==
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=super}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=What's Useless Will Always Be So|subtitle=236236S, SSS...|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236236S Full}}
|-
{{Description|11|text={{ColumnList
|text=
*Fully invincible only on frame 2
*Knocks down opponent on air hit
*Hitstop 7F
*Can be cancelled into Followup Headbutt from 3F onwards
*Listed Frame Adv. is for when you don't mash at all during the move
*For every 5 presses of the S button, Robo-Ky performs 6 hits, Frame Adv. in this case is +7
*Each such 6 hit attack raises heat 2.7 C on 1F
*???
}}
}}
|-
{{AttackVersion|name=Headbutt|subtitle=What's Useless > 214S|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236236S 214S Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Headbutt has different properties if performed when Robo-Ky's temperature is between 93-99 C (see numbers in [ ])
*Blows away [wall bounces] and knocks down opponent on hit
*Decreases Robo-Ky's heat by 27.0 C on 7F
*[Lowers heat to 30.0 C on 3F]
}}
}}
|-
{{AttackVersion|name=Whac-KY Blow|subtitle=623H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|623H Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Fully invincible 1-9F
* Strike invincible 10-69F
* Wall bounces and knocks down opponent on hit
* Opponent's inputs are disabled for 5 frames after the super flash
* Robo-Ky is in CH state until landing
}}
}}
|-
{{AttackVersion|name=Ris-KY Lovers|subtitle=236236P|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236236P Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Robo-Ky enters Overclock mode on 10F
* During Overclock mode, Electricity Gauge increaes 0.15% every frame
}}
}}
|-
{{AttackVersion|name=Ris-KY Lovers Self Destruct |subtitle=|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|236236P Explosion Full}}
|-
{{Description|11|text=
{{ColumnList |text=
* Knocks down opponent on hit
* Hitstop 6F
* Listed recovery and Frame Adv. is for when the explosion occurs on the ground
* This attack deals 53 damage to Robo-Ky and knocks him down on 1F
}}
}}
|}


==Instant Kill==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=instantkill}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=13 Luck-KY|subtitle=during IK Mode: 236236H|rowspan=2}}
{{#lst:GGACR/Robo-Ky/Data|IK Full}}
|-
{{Description|11|text={{ColumnList
|text=
*IK preparation: 80F
}}
}}
|}


== Gatling Table ==
== Gatling Table ==
Line 670: Line 87:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5P}}
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 2P
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2P}}
| - || 2K || c.S, f.S || 5H, 2H, 6H || 5D, 2D || Sp
| - || 2K || c.S, f.S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 6P
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=6P (1)|label=6P}}
| 6P<sup>1</sup> || - || - || - || - || -
| {{color|green|6P<sup>[+]</sup>}} || - || - || - || - || -
|-
|-
! 5K
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5K}}
| <span style="color:green">5P</span><sup>2</sup>, <span style="color:green">2P</span><sup>2</sup> || <span style="color:green">5K</span> || c.S, f.S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| {{color|purple|5P<sup>[*]</sup>}}{{color|green|<sup>[+]</sup>}}, {{color|purple|2P<sup>[*]</sup>}}<sup>{{color|green|[+]</sup>}} || {{color|green|5K<sup>[+]</sup>}} || c.S, f.S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2K
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2K}}
| - || - || 2S || 2H, 6H || 2D || -
| - || - || 2S || 2H, 6H || 2D || -
|-
|-
! c.S
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=c.S}}
| 2P, 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| 2P, 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! f.S
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=f.S}}
| - || - || - || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || - || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 2S
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2S}}
| - || - || - || 5H<sup>2</sup>,2H || 2D || -
| - || - || - || {{color|purple|5H<sup>[*]</sup>}}, 2H || 2D || -
|-
|-
! 5H
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5H}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! 2H
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2H}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! 6H
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=6H Lv1|label=6H}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! 5D
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5D}}
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing Jump
|-
|-
! 2D
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2D}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
|}
|}


:1: Cancels up to twice (Three shots maximum)
:2: Delayed Gatlings
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|+Air Gatlings
Line 719: Line 134:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
| j.P || j.K || j.S || j.H || j.D || Jump, Special
|-
|-
! j.K
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.K}}
| j.P || - || j.S || j.H || j.D || Jump, Sp
| j.P || - || j.S || j.H || j.D || Jump, Special
|-
|-
! j.S
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.S}}
| j.P || - || - || j.H || - || Jump, Sp
| j.P || - || - || j.H || - || Jump, Special
|-
|-
! j.H
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
! j.D
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
|}
|}
*5D can be only canceled into Homing Jump on ground hit  
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
*6P is cancellable into self up to 2 times
:<span style="color:green">'''Green''' = Available on whiff</span>
:'''X''' = X is available on hit or block
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
: '''Su''' = Overdrives (aka: Supers)
:{{color|purple|'''X<sup>[*]</sup>''' <nowiki>=</nowiki> X is a delayed cancel, not immediately on hit like normal}}
 
==Navigation==
==Navigation==
{{#lst:GGACR/Robo-Ky/Data|Links}}
<center>{{Character Label|GGACR|Robo-Ky|42px}}</center>
{{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.}}
{{GGACR/CharacterLinks}}
{{Navbar-GGACR}}
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]].}}
 
{{#lst:GGACR/Navigation}}
[[Category:Robo-Ky]]

Revision as of 01:09, 15 May 2023

 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. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. 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.
Cancel Types  
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.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
0.89 0 1.25 1/5F 0.95 80 21F 23F

Ground Movement Values

Error: No field named "runSkinSpeed" found for any of the specified database tables.

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
14 1~10F 9.0

Jump Values

Error: No field named "jumpHeight" found for any of the specified database tables.

High Jump Values

Error: No field named "highJumpHeight" found for any of the specified database tables.

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 7F 17F 22.0 6F 12F 10.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
5 15 5 12

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
220 45 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 3 SR 6 4 3 +7 25 14 7 13 14 14 13 N/A
5K Low 1 CSJR 5 7 7 -4 16 3 8 85% 9 10 10 11 N/A
c.S Mid 4 SJR 9 2 18 -3 30 14 6 16 17 16 14 N/A
f.S Mid 4 SR 10 5 20 -8 38 14 6 16 17 16 14 N/A
5H Mid 5 RF 5 7 29 -17 41 28 6 18 19 24 15 5~8F
5D High 3 R 24 4 22 -12 15 8 20 13 Launch 48 18 13 N/A
6P (1) Mid 5 11 2 36 -4 30 20 6 90% 1~3F Upper Body
4~18F Above Knees
18 Launch 80 15 N/A
6P (2-3) Mid 5 5 2 36 -4 20 20 6 90% 4~6F Above Knees 18 Launch 28 18 15 N/A
6H Lv1 All 1 F 1.44 13 12 12 -9 12 0 8 9 10 10 5 10~12F
6H Lv2 All 2 F 2.64 16 14 7 +3 30 0 7 11 12 12 12 13~14F
6H Lv3 All 3 F 2.64 19 11 17 -1 50 0 7 13 14 14 13 16~17F
2P Mid 2 SR 6 4 5 +3 18 6 7 85% 11 12 12 12 N/A
2K Low 2 R 7 11 9 -8 12 5 7 7~22F Low Profile 11 12 12 12 N/A
2S Low 3 R 10 3 20 -9 34 8 7 13 Down 14 6 N/A
2S Heat Low 3 R 10 3,3 17 +1 37, 20 8, 10 7×2 13 Launch Down, 34 6, 13 N/A
2H Mid 4 F 14 Total 51 -7 50 0 6 16 Launch 28 16 14 19~21F
2H Heat Mid→ All 4 F 14 Total 51 -7 50 0 6 16 Launch 28 16 14 19~21F
2D 38 106 Total 24 N/A
j.P High/Air 2 SJR 7 8 4 20 5 7 11 12 12 12 N/A
j.K High/Air 2 SJR 7 12 16 22 5 7 11 12 12 12 N/A
j.S High/Air 3 SJR 9 2 23 -7 30 8 7 13 14 14 13 N/A
j.H High/Air 4 SR 8 3 41 -7 28 11 6 16 17 20 14 N/A
j.D High/Air 2 SR 8 2×12 12+8 after landing 10×12 8×12 1×12 11 12 18 6 N/A

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 45 pixels RF 4.00 60 6×2 Forced 50% Down + GBounce 59~60F
Air Throw 88 pixels 4.00 60 6 Forced 50% Down N/A
Dead Angle Attack Mid 3 R 4 7 29 -22 25 10 7 50% 1~10F All 13 28 + WBounce 14 13 N/A

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Overheat Overheat Explosion Unblockable 3 1 Until it hits 35 to self 7 to self Launch 60 N/A
Knockdown > PK Delayed Wakeup Total 58 1~End All N/A
236S Lv1 Don't get Coc-KY! Lv 1 All 2 24 4×3 Total 57 +22 10×3 0 7×3 11 12 12 12 N/A
236S Lv2 Don't get Coc-KY! Lv 2 All 2 24 4×4 Total 57 +38 14×4 0 7×4 11 12 12 12 N/A
236S Lv3 Don't get Coc-KY! Lv 3 All 2 24 4×5 Total 57 +54 18×5 0 7×5 11 12 12 12 N/A
214S Lv1 Fun-KY Lv 1 Mid 3 R 21 12 7+4 after landing +2 30 6 7 7~39F Feet 13 14 18 13 N/A
214S Lv2 Fun-KY Lv 2 Mid 5 R 13 19 7+6 after landing +5 40 6 6 7~38F Feet 18 19 18 15 N/A
214S Lv3 Fun-KY Lv 3 Mid 5 R 11 24 7+3 after landing +8 50 6 6 7~41F Feet 18 Launch 20 15 N/A
623H Lv1 Hun-KY Homerun Lv 1 Mid 3 RF 9 3 38+8 after landing -35 30 10 7 1~8F Throw 13 Launch 20 13 24~25F
623H Lv2 Hun-KY Homerun Lv 2 Mid 2, 4 RF 3 2(4)3 35+8 after landing -29 30, 50 6, 14 7, 6 1~7F All 11, 16 Launch 30, 40 6, 14 22~23F
623H Lv3 Hun-KY Homerun Lv 3 Mid 5×2 RF 3 4(6)4 29+8 after landing -22 16, 50 20×2 6×2 1~17F All 18 Launch 30 6, 15 23~24F
j.623H Lv1 Hun-KY Homerun Lv 1 All 3 RF 9 3 Until landing+8 -35 30 10 7 1~8F Throw 13 Launch 20 13 24~25F
j.623H Lv2 Hun-KY Homerun Lv 2 High/Air, All 3 RF 3 2(4)3 Until landing+8 -29 30, 50 5, 14 7, 6 90%, 100% 1~7F All 13 Launch 30, 40 6, 13 23~24F
j.623H Lv3 Hun-KY Homerun Lv 3 High/Air, All 5×2 RF 3 4(6)4 Until landing+8 -22 40, 50 15, 20 6×2 90%, 100% 1~17F All 18 Launch 30, 40 6, 15 23~24F
j.236S Lv1 Jun-KY Bargain Lv 1 All 2 11 Total 47+14 after landing 20 0 7 11 12 12 12 N/A
j.236S Lv2 Jun-KY Bargain Lv 2 All 3 7 Total 31+14 after landing 60 0 7 13 14 25 13 N/A
j.236S Lv3 Jun-KY Bargain Lv 3 All 5 9 Total 39+14 after landing 75 0 6 18 19 18 15 N/A
66X Spi-KY Mid 5 RF -/See notes 13 9 19 0 50 20 6 5~8F Upper Body
9~18F All
18 Launch 60 15 9~11F
63214K S-KY-line 70 pixels -/See notes 7 1 37 2×N, 50 6, 7 Forced 70% 1~7F Throw Down N/A

Force Breaks

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

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236S What's Useless Will Always Be So Mid 4 R 2+2 2×N 9 +6 6×N 3×N 1×N 16 17 60 7
236236S > 236S Headbutt Mid 5 R 7 [3] 3 27 [20] -11 [-4] 70 [95] 20 6 18 Launch 60 [+ WBounce] 15
623H Whac-KY Blow Mid 5 R 13+0 12(15)20 26+10 landing 30, 110 6×2 1~9F All
10~69F Strike
18 Launch 120 + WBounce 15
236236P Ris-KY Lovers 10+12
236236P Explosion Ris-KY Lovers (Self Destruct) Mid 2 1 3×27 Total 134 +118 12×27 6×27 3×27 11 Launch 60 6

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H 13 Luck-KY All 5 9+9 4 26 -11 Fatal 20

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC RoboKy 5P.pngGuardMidStartup6Recovery3Advantage+7 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2PGGAC RoboKy 2P.pngGuardMidStartup6Recovery5Advantage+3 - 2K c.S, f.S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC RoboKy 6P.pngGuardMidStartup11Recovery36Advantage-4 6P[+] - - - - -
5KGGAC RoboKy 5K.pngGuardLowStartup5Recovery7Advantage-4 5P[*][+], 2P[*][+] 5K[+] c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC RoboKy 2K.pngGuardLowStartup7Recovery9Advantage-8 - - 2S 2H, 6H 2D -
c.SGGAC RoboKy cS.pngGuardMidStartup9Recovery18Advantage-3 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC RoboKy fS.pngGuardMidStartup10Recovery20Advantage-8 - - - 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC RoboKy 2S.pngGuardLowStartup10Recovery20Advantage-9 - - - 5H[*], 2H 2D -
5HGGAC RoboKy 5H.pngGuardMidStartup5Recovery29Advantage-17 - - - - - -
2HGGAC RoboKy 2H-1.pngGuardMidStartup14RecoveryTotal 51Advantage-7 - - - - - -
6HGGAC RoboKy 6H-1.pngGuardAllStartup13Recovery12Advantage-9 - - - - - -
5DGGAC RoboKy 5D.pngGuardHighStartup24Recovery22Advantage-12 - - - - - Homing Jump
2DGGAC RoboKy 2D.pngGuardStartup38RecoveryTotal 24Advantage- - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGAC RoboKy jP.pngGuardHigh/AirStartup7Recovery4Advantage- j.P j.K j.S j.H j.D Jump, Special
j.KGGAC RoboKy jK.pngGuardHigh/AirStartup7Recovery16Advantage- j.P - j.S j.H j.D Jump, Special
j.SGGAC RoboKy jS.pngGuardHigh/AirStartup9Recovery23Advantage-7 j.P - - j.H - Jump, Special
j.HGGAC RoboKy jH.pngGuardHigh/AirStartup8Recovery41Advantage-7 - - - - - Special
j.DGGAC RoboKy jD.pngGuardHigh/AirStartup8Recovery12+8 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 6P is cancellable into self up to 2 times
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

 Robo-Ky


To edit frame data, edit values in GGACR/Robo-Ky/Data.
Systems Pages