Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
System Data
Robo-Ky | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
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×0.89 | 0 | ×1.25 | 1/5F | 80 | |
Backdash Duration | Backdash Invulnerability | Face Up Wakeup | Face Down Wakeup | Gravity Modifier | |
14 | 1~10F | 23F | 21F | ×0.95 | |
Walk Forwards Tension Gain | Jump Forwards Tension Gain | Air Dash Forwards Tension Gain | Run Tension Gain | Prejump | |
5 | 5 | 12 | 15 | 5 | |
Jump Duration | Jump vY | Jump Gravity | Forwards Jump vX | Backwards Jump vX | |
37 | 19.5 | 1.1 | 4 | 4 | |
Backdash vX | High Jump Duration | High Jump vY | High Jump Gravity | Forwards High Jump vX | Backwards High Jump vX |
9 | 48 | 30 | 1.3 | 8 | 8 |
Air Dash Backwards Startup | Forward Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
6F | 3.75 | 2.85 | 7 | 0.3 | 120 |
Air Dash Startup | Air Dash Forwards Duration | Air Dash Forwards Speed | Air Dash Backwards Speed | Air Dash Backwards Duration | Minimum Rising Air Dash Height |
7F | 17 | 22 | 10 | 12 | 60 |
Landing Recovery | Number Of Air Dashes | Number Of Jumps | Ground Throw Range | Air Throw Range | c.S Proximity Range |
5F | 1 | 2 | 45 | 88 | 220 |
Special Forwards Dash | Unique Movement Options | ||||
Today's S-KY's Beautiful |
Normals
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 | ||||
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5P | ||||||||||
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5K | ||||||||||
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c.S | ||||||||||
f.S | ||||||||||
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5H | ||||||||||
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6P (1st hit) | ||||||||||
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6P (hits 2&3) | ||||||||||
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6H lvl 1 | ||||||||||
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6H lvl 2 | ||||||||||
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6H lvl 3 | ||||||||||
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5D | ||||||||||
2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
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2S Above 80% Heat | ||||||||||
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2H | ||||||||||
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2H Above 80% Heat | ||||||||||
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j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
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j.H | ||||||||||
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j.D | ||||||||||
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Universal Mechanics
Specials
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 | ||||
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Overheat Explosion when heat reaches 100.0 C | ||||||||||
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Delayed Wakeup knocked down > PK | ||||||||||
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Gimmic-KY 2D | ||||||||||
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Don't get Coc-KY! Lv 1 236S | ||||||||||
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Don't get Coc-KY! Lv 2 236S | ||||||||||
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Don't get Coc-KY! Lv 3 236S | ||||||||||
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Fun-KY Lv 1 214S | ||||||||||
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Fun-KY Lv 2 214S | ||||||||||
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Fun-KY Lv 3 214S | ||||||||||
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Hun-KY Homerun Lv 1 623H | ||||||||||
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Hun-KY Homerun Lv 2 623H | ||||||||||
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Hun-KY Homerun Lv 3 623H | ||||||||||
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Hun-KY Homerun Lv 1 j.623H | ||||||||||
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Hun-KY Homerun Lv 2 j.623H | ||||||||||
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Hun-KY Homerun Lv 3 j.623H | ||||||||||
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Jun-KY Bargain Lv 1 j.236S | ||||||||||
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Jun-KY Bargain Lv 2 j.236S | ||||||||||
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Jun-KY Bargain Lv 3 j.236S | ||||||||||
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Spi-KY 66X | ||||||||||
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S-KY-line 63214K | ||||||||||
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Force Breaks
Overdrives
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 | ||||
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What's Useless Will Always Be So 236236S, SSS... | ||||||||||
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Headbutt What's Useless > 214S | ||||||||||
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Whac-KY Blow 623H | ||||||||||
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Ris-KY Lovers 236236P | ||||||||||
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Ris-KY Lovers Self Destruct | ||||||||||
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Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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Click [★] for character's full frame data
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