GGACR/Robo-Ky/Frame Data

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System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P


  • On block, raises the GB like a lv 4 move
  • Untechable on air CH for 44F
5K


  • Initial prorate 80%
c.S


f.S


  • Initial Prorate 85%
  • Can chain into normal other than 5P or 2P (even on whiff) after 8F
5H


  • Stagger on ground CH (max: 62F)
  • Untechable on air hit for 24F
  • FRC timing: 5-8
  • Staggers opponent on CH (max 47F)
6P
(1st hit)


  • 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
6P
(hits 2&3)


  • 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)
6H lvl 1


  • 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)
6H lvl 2


  • 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)
6H lvl 3


  • 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)
5D


2P


  • Initial Prorate 85%
2K


  • 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)
2S


  • Knocks down opponent on hit
  • Hitstop 6F
  • Can cancel into 5H after 22F
2S
Above 80% Heat


  • 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
2H


  • 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
2H
Above 80% Heat


  • Missile lands after 113F
  • Missile disappers immediately if Robo-Ky is hit
  • Raises heat by 6.2 C on frame 1
j.P


j.K


j.S


  • Ground bounces and knocks down opponent on CH
j.H


  • 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
j.D


  • Untechable for 18F
  • Hitstop 6F
  • ???

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground Throw


  • Forced Prorate 50%
  • Ground bounces and knocks down opponent on hit
  • Ground bounces higher on CH
  • FRC Timing 59-60F
Air Throw


  • Forced Prorate 50%
  • Knocks down opponent on hit
DAA


  • Fully Invincible 1-10F
  • Blowback and wall bounce on hit (untechable for 28F)
  • Initial Prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Overheat Explosion
when heat reaches 100.0 C


  • 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
Delayed Wakeup
knocked down > PK


  • Delays wakeup for 58F
  • Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension
Gimmic-KY
2D


  • 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
Don't get Coc-KY! Lv 1
236S


  • 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
Don't get Coc-KY! Lv 2
236S


  • 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
Don't get Coc-KY! Lv 3
236S


  • 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
Fun-KY Lv 1
214S


  • 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
Fun-KY Lv 2
214S


  • 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)
Fun-KY Lv 3
214S


  • 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)
Hun-KY Homerun Lv 1
623H


  • 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
Hun-KY Homerun Lv 2
623H


  • 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
Hun-KY Homerun Lv 3
623H


  • 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
Hun-KY Homerun Lv 1
j.623H


  • 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
Hun-KY Homerun Lv 2
j.623H


  • 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
Hun-KY Homerun Lv 3
j.623H


  • 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
Jun-KY Bargain Lv 1
j.236S


  • 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
Jun-KY Bargain Lv 2
j.236S


  • 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
Jun-KY Bargain Lv 3
j.236S


  • 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
Spi-KY
66X


  • 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
S-KY-line
63214K


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Today's S-KY's Beautiful
j.214D


  • Can be steered from 1F onwards
  • Can cancel into any action other than blocking, jumping, or air dashing from 2F onwards
  • Restores jump options
  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
What's Useless Will Always Be So
236236S, SSS...


  • 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
  • ???
Headbutt
What's Useless > 236S


  • 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]
Whac-KY Blow
623H


  • 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
Ris-KY Lovers
236236P


  • Robo-Ky enters Overclock mode on 10F
  • During Overclock mode, Electricity Gauge increaes 0.15% every frame
Ris-KY Lovers Self Destruct


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
13 Luck-KY
during IK Mode: 236236H


  • IK preparation: 80F

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.