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. |
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5P
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5K
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c.S
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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
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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
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j.K
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j.S
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j.H
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j.D
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Universal Mechanics
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. |
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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
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.
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Click [★] for character's full frame data
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