<?xml version="1.0"?>
<rss version="2.0"><channel><title>Robo-Ky Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/26-robo-ky/</link><description>Robo-Ky Latest Topics</description><language>en</language><item><title>[GGAC+R] Robo-Ky Changes and Discussion!</title><link>https://www.forums.dustloop.com/forums/topic/5025-ggacr-robo-ky-changes-and-discussion/</link><description><![CDATA[
<p>New stuff to talk about Robot players! Guilty Gear: Accent Core + R has been released in Japanese arcades, with a forthcoming console release in a few months (hopefully!)</p><p>
</p><p>
<strong>***NEW VERSION 1.10 CHANGES***</strong></p><p>
</p><p>
We don't even have all the Mook changes translated, yet here's a new change apparently coming in version 1.10 next month. Thanks to Alzarath for posting and Nikki from hit confirm.</p><p>
</p><p>
-Aerial SRK now has initial prorate.</p><p>
</p><p>
All translated changes: <a href="" rel="external nofollow">http://pastebin.com/wvvpK7Bq</a></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>***11/4 MOOK TRANSLATIONS AND CONFIRMATIONS***</strong></p><p>
</p><p>
Robo's standing Dust now has 24 frames startup. (Was 20 before, tied with Raoh for fastest Dust in the game.)</p><p>
</p><p>
2hs Knee Rocket: Interestingly enough there's no mention of a temperature increase for the move normally. HOWEVER, in 80% heat mode, this move gives you 6.2 degree heat increase on frame 1.</p><p>
</p><p>
80% Heat 2s Eye lasers: The two parts of the attack do 37 and 20 damage and the move is +1 on block! Similarly, like 2hs, while only in 80% Heat this move will give you a slight temperature increase. In this case, it will be 2.4 degrees on frame 1.</p><p>
</p><p>
Force Break: I've confirmed at least the major buff. Robo is now pilotable on frame 1, and you can cancel on frame 2. (Was frame 6 and frame 7 before.)</p><p>
</p><p>
</p><p>
<strong>***8/28 RECENTLY TRANSLATED CHANGES:</strong></p><p>
</p><p>
Thanks to Dustloop member Dream Maker for the help.</p><p>
</p><p>
Robo-Ky</p><p>
</p><p>
Heat increase : heat goes up on normal guard, FD and IB.</p><p>
</p><p>
jHS : heats up 15°C</p><p>
</p><p>
6P 1 hit : heats up 10°C</p><p>
</p><p>
6P 3 hits : heats up 40°C</p><p>
</p><p>
Air missile lv 1 : heats up 30°C</p><p>
</p><p>
Air missile lv 2 and 3 : heats up 5°C</p><p>
</p><p>
2HS : heats up 10°C. Guaranteed to come out. If you shoot it goes all the way up and goes back down. When coming back to the ground, knocks down on both normal and counter hit. 80% Heat only.</p><p>
</p><p>
2S : heats up 5°C. Untechable time slightly reduced. Impossible to catch after it on ground hit most of the time.</p><p>
</p><p>
Backstep : heats up 10°C</p><p>
</p><p>
Air dp : Acts as an overhead. Can TK. Not possible to get a knockdown. Stronger choice than the gundash (? I think he means the classic low air dash mixup) on okizeme. Level 1 heats up 10°C, no heat up on lv 2 and 3.</p><p>
</p><p>
Stormlocke's note: Regarding Air DP change above ("gundash"), perhaps they are referencing Robo-Dash.</p><p>
</p><p>
</p><p>
</p><p>
<strong>***8/16 LOKETEST CHANGES:***</strong></p><p>
</p><p>
</p><p>
Robo-Ky:</p><p>
- j.623HS is overhead</p><p>
</p><p>
</p><p>
Source/Credit: Nikki from Hitconfirm &amp; <a href="" rel="external nofollow">https://twitter.com/en_ootsuru/status/236030653676810240</a></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>***6/28/2012 LOKETEST 2 CHANGE LIST***</strong>:</p><p>
robo ky</p><p>
</p><p>
heat changes slower</p><p>
c.S</p><p>
upper hitbox is larger</p><p>
5D</p><p>
startup from 20 to 22f</p><p>
2K</p><p>
builds less heat</p><p>
2S (80% heat)</p><p>
2 hits</p><p>
increases heat</p><p>
increased range, explosion has increased hitbox</p><p>
j.H</p><p>
floats opponent higher when counterhit</p><p>
6P</p><p>
damage increased from 25 to 30</p><p>
untechable time increased from 18 to 80f</p><p>
6P (2nd,3rd)</p><p>
damage decreased from 25 to 20</p><p>
upper invincibility during startup</p><p>
</p><p>
throw</p><p>
opponent floats higher</p><p>
</p><p>
ky-genshou (lv1)</p><p>
higher heat increase</p><p>
ky-genshou (lv2)</p><p>
opponent slides when counterhit</p><p>
shorter pushback on hit and guard</p><p>
ky-genshou (lv3)</p><p>
wallbounce on counterhit</p><p>
</p><p>
ky-maku homerun (lv1)</p><p>
higher heat increase</p><p>
air ky-maku homerun </p><p>
new move</p><p>
</p><p>
chounai ky bargain (lv1)</p><p>
higher heat increase</p><p>
chounai ky bargain (lv2)</p><p>
lower heat increase</p><p>
chounai ky bargain (lv3)</p><p>
lower heat increase</p><p>
</p><p>
ky denpa</p><p>
damage changed from 8 x n + 35 to 2 x n + 38 </p><p>
can recover up to 50% of electricity gauge</p><p>
opponent's tension can be lowered by 25%</p><p>
opponent gets higher float, shorter horizontal distance</p><p>
throw invincible during startup</p><p>
</p><p>
kyou wa ky san</p><p>
command changed to air 214d</p><p>
can be steered from the first frame</p><p>
can be cancelled from the second frame</p><p>
can now be cancelled into an airdash or air backdash</p><p>
heat decrease is half of what it used to be</p><p>
</p><p>
dame na yatsu wa nani mo yatte mo dame</p><p>
inputting 6 gives you a headbutt</p><p>
enhanced headbutt can be done when heat is around 93-99</p><p>
</p><p>
gen ky lovers (explosion)</p><p>
can not be airblocked</p><p>
</p><p>
Credit/Thanks: Coolest</p><p>
</p><p>
My thoughts so far: For me they saved the best change for last, holy shit. Super amped on that. Force Break changes are fantastic for my playstyle too. Fishing with Level 3 horse can have a bigger payoff, easier input window for enhanced super-headbutt is helpful, 2s Eye Laser buffs are a great way to potentially deal damage without dumping as much tension, and 80% 2hs Knee Rockets should help with heat-mode rushdown/pressure (interested to see how much heat they give still though). I can deal with the nerf to his 5d, it's only been that fast since <em>AC</em>, and potential damage loss from command grab. I'm really excited and happy about the changes, at least how they look on 'paper', and I can't wait to get into the lab with this new robot!</p><p>
</p><p>
</p><p>
</p><p><strong>
**From First Loketest**</strong></p><p>
</p><p>
- 623H (SRK) : now possible while airborne, FRC possible just as the ground version.</p><p>
</p><p>
- 2H (Knee Rocket) rocket now comes back down toward opponent after a while.</p><p>
</p><p>
- 2S (Eye Lasers) while heat superior than 80% hits twice and launches.</p><p>
</p><p>
</p><p>
My thoughts so far:</p><p>
</p><p>
Pretty stoked on the Robot changes.</p><p>
</p><p>
Having 2hs Knee Rocket basically become a Doom Hidden missile is very much welcomed. Interested to see if it's going to give significant heat as M. Song alluded to. Also interested in seeing how it tracks, and if you can have multiple ones coming down at the same time. 2hs FRC x N shenanigans, etc.</p><p>
</p><p>
2s Eye Lasers hitting twice and launching in 80% Heat mode is great too. Saves tension for extended-burninating and missile ender combos in the air. Since it doesn't prorate, it'll be even more beneficial and advantageous to try and sneak it in as a starter.</p><p>
</p><p>
Air SRK seems funny to me still, but it's cool. I'm just picturing Robot doing it from his Force Break motion, and how unnatural it'll be to see at first.</p>
]]></description><guid isPermaLink="false">5025</guid><pubDate>Fri, 01 Jun 2012 15:50:51 +0000</pubDate></item><item><title>Bnbs Combos for robo-ky</title><link>https://www.forums.dustloop.com/forums/topic/10160-bnbs-combos-for-robo-ky/</link><description><![CDATA[
<p><strong>Hey guys I'm new to Guilty Gear and I think I'm finally getting the basics and gameplan for robo-ky down but I have no idea what to do for combos. I have tried looking for help but no success. So please robo-ky players assist me by posting various bnbs for different situations for ex. throws, pokes, horsie,dust. I would appreciate it <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></strong></p>
]]></description><guid isPermaLink="false">10160</guid><pubDate>Thu, 01 Jan 2015 07:43:59 +0000</pubDate></item><item><title>[GGAC] Robo-Ky: Talky-Talky Goes Here!</title><link>https://www.forums.dustloop.com/forums/topic/77-ggac-robo-ky-talky-talky-goes-here/</link><description><![CDATA[
<p>This thread is going to become the 'watercooler' thread for Robot. Any questions, comments etc are to be posted right here! Use the links below to find what you're looking for:</p><p>
</p><p>
</p><p>
<strong>IN-DEPTH GUIDE AND TRANSLATED ROBO-KY DATA:</strong></p><p>
</p><p>
<em>Accent Core</em> Robo Guide: <a href="" rel="external nofollow">http://dustloop.com/forums/showthread.php?t=3130</a></p><p>
</p><p>
<em>AC</em> Robot Data: <a href="" rel="external nofollow">http://dustloop.com/guides/ggac/data/ac/roboky.html</a></p><p>
</p><p>
(Thanks to POScrub, Biologin, Robo-Teyah, Hate and possibly others!)</p><p>
</p><p>
</p><p>
<strong>MATCHUP SUB-FORUM:</strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://dustloop.com/forums/forumdisplay.php?f=47</a></p><p>
</p><p>
</p><p>
<strong>ROBO VIDEOS:</strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://dustloop.com/forums/showthread.php?t=3375</a></p><p>
</p><p>
</p><p>
<strong>MOOK PICS/SCANS:</strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://s42.photobucket.com/albums/e330/DrStormlocke/Robo-Ky%20Accent%20Core%20Mook%20Pics/</a></p><p>
</p><p>
</p><p>
Enjoy your stay!</p>
]]></description><guid isPermaLink="false">77</guid><pubDate>Wed, 07 Mar 2007 10:37:54 +0000</pubDate></item><item><title>[GGAC] Robo-Ky Videos!</title><link>https://www.forums.dustloop.com/forums/topic/174-ggac-robo-ky-videos/</link><description><![CDATA[
<p>Since there are enough videos out now to warrant this thread, here we go. Feel free to add links to other vids you don't see in the OP. Linking and discussing vids in the main Robo discussion is encouraged as this is just an attempt to consolidate all <em>AC</em> Robo videos. Your posts might be deleted and all pertinent links assimilated into the first post, so thanks in advance.</p><p>
</p><p>
</p><p>
</p><p>
<strong>November 2012/Awesome Robo-Ky tutorial playlist by JP Robo Nagao (and member SolidPlay arranging it):</strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/playlist?list=PLz2ykTpbR8qUQvJmEorIJUfSy6ZR8v1p7</a></p><p>
</p><p>
<strong>June '09 Dogura vs N-O Vids:</strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=00JXUhrRXs8</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=S86OUVDT_C4</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=UEab9Zb2-lA</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=caUgLf3I8iU</a></p><p>
</p><p>
<strong>Nezu Combo (yes it gets its own section!):</strong></p><p>
</p><p>
Nezu busts out an absurd 176 hit combo:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=ciWXUS8az4Q</a></p><p>
</p><p>
</p><p>
<strong>Combo Videos:</strong></p><p>
</p><p>
Awesome 10 minute long Combo/Setup Vid. Lots of usable stuff:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=PkyJtWAZATc</a></p><p>
</p><p>
Combos from the Tougeki Damashii DVD:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=FGykBy4Xo_g</a></p><p>
</p><p>
A vid yours truly threw together featuring Robo's Force Break:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=wsu1H7J3HHI</a></p><p>
</p><p>
</p><p>
<strong>Tournament Matches:</strong></p><p>
</p><p>
Japanese Robo-Ky player Dogura OCVs a team during the ABC Ranking Battle:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=B0YMla3rd8c</a></p><p>
</p><p>
Dogura OCVs another team during the ABC Ranking Battle (March '09):</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=XhVSFCYgovw</a></p><p>
</p><p>
Dogura OCVs Koichi, FAB, Kazuki:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=QUU83lVFYRU</a></p><p>
</p><p>
Dogura (RO) vs. CPO (PO). Great Bazooka Mixup:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=Gy6mEwj0hDo</a></p><p>
</p><p>
Crossing up with a Level 3 Horsie, (check it @ 3:07):</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=GL2ghbovGJk</a></p><p>
</p><p>
Nezu @ ABC Ranking Battle:</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=_BasfXaouzg</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=1SzBcCK21Og</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=z8w0Pw4-d-Q</a></p><p>
</p><p>
</p><p>
</p><p>
<strong>Casuals:</strong></p><p>
</p><p>
</p><p>
</p><p>
<strong>Misc:</strong></p><p>
</p><p>
Slashbacking Det. Super Explosion:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=yeD-TN5GtfA</a></p><p>
</p><p>
Slashbacking Overheat Explosion:</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=TdoNIFi7VAU</a></p>
]]></description><guid isPermaLink="false">174</guid><pubDate>Tue, 04 Sep 2007 07:37:38 +0000</pubDate></item><item><title>Robo-Ky Players: Meet and Greet</title><link>https://www.forums.dustloop.com/forums/topic/166-robo-ky-players-meet-and-greet/</link><description><![CDATA[
<p>Just an edit, realized this thread  is better as a meet and greet.</p>
]]></description><guid isPermaLink="false">166</guid><pubDate>Fri, 10 Aug 2007 22:08:57 +0000</pubDate></item><item><title>[GGAC] Robo video chopping-block!</title><link>https://www.forums.dustloop.com/forums/topic/1747-ggac-robo-video-chopping-block/</link><description><![CDATA[
<p>I go through all my GG playlists on a regular basis, and after seeing something similar in the Johnny forums (kudos to frcflyingjohnny for taking initiative) I thought I would suggest something similar here, only a little more comprehensive and slow-paced.</p><p>
</p><p>
I think it would be cool if, every once in a while, we took a notable robo-ky match and analyzed it in the thread.  What was the player thinking, what happy accidents happened, what small techniques did he use that helped him out throughout the match?  What lengths did he go to in order to get that burst throw?  What could have saved him in such-and-such bad situation?  Questions like that.</p><p>
</p><p>
I think that if we got this going, it would be a valuable resource for players of all skill-levels (and perhaps other characters) to learn about the intricacies of robo-mechanics.</p><p>
</p><p>
With Dr. Stormlocke's blessing, of course.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Tentative thread guidelines:</strong></span></p><p><strong>
- When posting, include the post # containing the video you are referring to</strong></p><p><strong>
- Unrelated robo-banter should remain in the talky-thread</strong></p><p><strong>
- Videos ought to preferentially be of non-dustloop members</strong></p><p>
</p><p>
I don't have time to start with a vid yet, but I'll be back later.</p>
]]></description><guid isPermaLink="false">1747</guid><pubDate>Wed, 24 Mar 2010 23:27:22 +0000</pubDate></item><item><title>[GGAC] Robo Combos</title><link>https://www.forums.dustloop.com/forums/topic/1580-ggac-robo-combos/</link><description><![CDATA[
<p>Hi, I'm a new RK player and have a hard time figuring out which one of his combos are really valuable.

So, may I ask you which combo you would do in each situation I describe, with 0-10-25-50+-100% of tension? Normally there ought to be 3 combos each time, one for pure damages, one for mind game&amp;okizeme, and a balanced one (not too hard and not too tension needing)
I really thank anybody that will answer, ad it will greatly help me <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">

So, what would you do after :
A deep K
A deep P
A deep cS
A deep 2K
A deep jS
A deep lv3 horsie
A full missile
A far lv3 horsie
A full range cS
A full range 2S
A throw

Thanks <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"> I know a lot of combos will look alike, but we know the little differences that will exist are the key to winning or losing once you have a good lockdown game <img src="https://www.forums.dustloop.com/uploads/emoticons/default_wink.gif" alt=";)">

As of now, I don't even what's best to do on a close 2S. Is it a Hs frc 66 P S JC jP jS JC djS djHs or Hs frc 669 jK jS JC djK djD?
I can't figure it out. I drop both about 1 time on 5, and they both do roughly the same damage... And is it better to try set up a missil loop?

Anyway, again, thanks. I really need your help to ass pawn everybody in France with my RK NYARK NYARK NYARK</p>
]]></description><guid isPermaLink="false">1580</guid><pubDate>Thu, 28 Jan 2010 08:59:22 +0000</pubDate></item><item><title>[GG#R]Robo-Ky Matchups</title><link>https://www.forums.dustloop.com/forums/topic/725-ggrrobo-ky-matchups/</link><description><![CDATA[
<p>While the game is certainly dead, a few of us play online and some of us are interested in what is known (maybe just me.) Id like to start off by asking how to fight potemkin with Robo-ky.</p>
]]></description><guid isPermaLink="false">725</guid><pubDate>Sat, 14 Jun 2008 00:41:49 +0000</pubDate></item><item><title>[GGAC] Robo-Ky Matchups!</title><link>https://www.forums.dustloop.com/forums/topic/181-ggac-robo-ky-matchups/</link><description><![CDATA[
<p>***<span style="color:#FF0000;">PLEASE USE THE SUB FORUM FOR MATCHUP DISCUSSION NOW</span>***</p><p>
</p><p>
</p><p>
First I'd like to thank Buri Mod //Jais for coming up with the ideal Matchup Thread layout. I am reusing it for my own nefarious Robo purposes. And thanks to Dustloop member shtkn for the awesome sprites.</p><p>
</p><p>
Each subsequent post in this thread will be info on a specific character. The posts will be detailed with the following bullets:</p><p>
<strong></strong></p><p>
Matchup Statistics: Numerical representation of the matchup, out of a possible 10 total points. A terrible matchup would be 9-1, an even one 5-5, etc. I will occasionally chime in and share my opinion on some specific matchups.</p><p>
</p><p>
<strong>Openers:</strong> their usual opening moves and how to counter win by first move.</p><p>
</p><p>
<strong>Okizeme:</strong> From Japanese chart recommending what move to use as your opponent is waking up, based on their tension. If timed correctly, the listed move is safe.</p><p>
</p><p>
<strong>Punishes:</strong> Ways to punish their unsafe moves.</p><p>
</p><p>
<strong>Counters:</strong> How to score a counter-hit.</p><p>
</p><p>
<strong>Anti airing:</strong> More ways to anti air specific moves.</p><p>
</p><p>
<strong>Zoning:</strong> What characters have a hard time dealing with.</p><p>
</p><p>
<strong>Their game plan:</strong> Enemy strats.</p><p>
</p><p>
<strong>Strategy:</strong> Your strats.</p><p>
</p><p>
<strong>Char specific details:</strong> Ideal combos and pressure against their character.</p><p>
</p><p>
</p><p>
Feel free to post now that I have all the characters added.</p><p>
</p><p>
Let us begin!</p>
]]></description><guid isPermaLink="false">181</guid><pubDate>Tue, 11 Sep 2007 20:28:52 +0000</pubDate></item><item><title>[GGAC] Robo-Ky GUIDE!</title><link>https://www.forums.dustloop.com/forums/topic/149-ggac-robo-ky-guide/</link><description><![CDATA[
<p>This is an (WORK IN PROGRESS) expansive source of information for <em>Accent Core</em> Robo-Ky. I will be using Ribbon and AKA's #R guides as templates to expedite the process. This thread is also locked, so take any discussion of our favorite Tin-Man to this thread: <a href="" rel="external nofollow">http://dustloop.com/forums/showthread.php?t=2584</a></p><p>
</p><p>
<strong>READ THIS! IT MIGHT ANSWER YOUR QUESTION/S RIGHT OFF THE BAT!</strong></p><p>
AC RK Data Chart: <a href="" rel="external nofollow">http://dustloop.com/guides/ggac/data/ac/roboky.html</a></p><p>
</p><p>
</p><p>
<strong>DON'T LIKE READING? WOULD RATHER WATCH? CHECK OUT NAGAO'S EXCELLENT TUTORIAL SERIES ON YOUTUBE! (Thanks to DL Member SolidPlay for arranging this!):</strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/playlist?list=PLz2ykTpbR8qUQvJmEorIJUfSy6ZR8v1p7</a></p><p>
</p><p>
</p><p>
<a class="ipsAttachLink ipsAttachLink_image" href="https://www.forums.dustloop.com/uploads/monthly_12_2009/post-280-139515160134.jpg" rel="external nofollow"><img src="https://www.forums.dustloop.com/uploads/monthly_12_2009/post-280-139515160134_thumb.jpg" data-fileid="6" alt="post-280-139515160134_thumb.jpg"></a></p><p>
</p><p>
</p><p>
Table:</p><p>
</p><p>
1) Intro/Beginner's Guide</p><p>
2) Normals</p><p>
3) Specials</p><p>
4) Combos/Advanced Combos *Will Frequently be Updated*</p><p>
5) Detailed Strategies</p><p>
</p><p>
<strong>1) Intro</strong></p><p>
<em>Pros and Cons for Robot:</em></p><p>
</p><p>
</p><p>
<em>Pros:</em></p><p>
</p><p>
- Pretty good damage when he has meter.</p><p>
- Is in the top tier for Dizzy/Stun Resistance (mod. of 80 along with ABA and Pot)</p><p>
- Second highest defense in the game (tied with ABA, Potemkin is first)</p><p>
- Very heavy, but hitbox is quite small. (Passive ability = your opponent might drop combos)</p><p>
- Decent poking and lockdown game.</p><p>
- Ability to generate tension in a variety of ways.</p><p>
</p><p>
<em>Cons:</em></p><p>
</p><p>
- Lack of tension = lack of damage.</p><p>
- Limited high/low game outside of 5d and TK'd Force Break.</p><p>
- In the lowest tier for Guts ranking.</p><p>
- Lack of reliable anti airs. (2HS can be good but...)</p><p>
- Slow jump and ground acceleration speed.</p><p>
- Overheating can be a pain. (but not nearly as bad as <em>Slash</em>)</p><p>
</p><p>
</p><p>
<strong><em>Tension:</em></strong></p><p>
</p><p>
While the tension is represented differently in the form of his superbar ' electricity gauge' it works the same regarding FD, DAA, RC/FRC and IK. It is however filled differently and has levels which affect a lot of his special moves.</p><p>
</p><p>
Level 1 is 0 blocks</p><p>
Level 2 is 1-4 blocks</p><p>
Level 3 is 5+ blocks</p><p>
</p><p>
<em></em></p><p>
Tension is generated by the following moves in order of amount:</p><p>
</p><p>
- Gold Burst</p><p>
- Using 236236p overdrive gives him 1 block per second until he explodes.</p><p>
- 66 + p or k or s or h makes him taunt if it hits which gives him tension, up to 6 blocks.</p><p>
- 63214k, his command throw, steals 0-16% depending on the enemies amount of tension.</p><p>
- 2D, a mat he lays down, gives him tension while standing on it, up to 3 blocks.</p><p>
- Each instant block gives him ~0.8 blocks (Can be very, very helpful!)</p><p>
- Dashing gives him ~1 block/2 seconds</p><p>
- Jumping forward gives him ~1 block/8 jumps</p><p>
- Blocking, minuscule. </p><p>
- Walking, hardly noticeable.</p><p>
<em></em></p><p>
</p><p>
Tension is used by the following moves:</p><p>
</p><p>
- 623h which shifts into overdrive if used at level 3 and uses 50% or 60% tension if you have more than 5 blocks. If it is RC'ed early it only uses 10%</p><p>
- Each level 2 or 3 move uses 1 block of tension with the exception stated above, the moves affected by levels are as follows:</p><p>
</p><p>
- SRK/Uppercut: 623h</p><p>
- Bazooka(ground): 236s</p><p>
- Horsie(ground): 214s</p><p>
- Air Missile: 236s (air)</p><p>
- Command Grab (whiffed or otherwise). CAN be used with no tension though.</p><p>
</p><p>
Using RC and FRC restrict tension gain for about ~5 seconds so keep this in mind, especially when using the 236236p overdrive.</p><p>
</p><p>
</p><p>
<strong><em>Heat:</em></strong></p><p>
</p><p>
Besides his tension bar he has a heat gauge, if you reach the end you explode and take 35 damage, you cannot die from this though. (Protip: Try Air Slashbacking this for styleeeee points!: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=TdoNIFi7VAU</a> )</p><p>
</p><p>
His heat has 3 levels which are represented by his face, level 2 changes it to red and at level 3 it starts flashing. Robot starts each round at around 30 degrees. When he's above 50 degrees he's at Level 2, and when he's in the blue bars at the bottom of his steam gauge, he's at Level 3 (80%). The levels affect his 6hs Steam attack which has a larger radius and does more damage with each level.  Also...</p><p>
</p><p>
...When Robo is @ or above 80% Heat(Level 3) he has a host of specials and normals that are affected and gain additional properties. Basically, if it's melee based, it's going to have the ability to light your opponent on fire. This can lead to interesting combos, and laughably good pressure strings! (more on this later)</p><p>
</p><p>
<em>80% Heat Mode Properties:</em></p><p>
</p><p>
- Your hits add 6 frames of hitstun to opponent. </p><p>
- Your hits are untechable/unrecoverable 8 frames longer.</p><p>
- You have a power modifier of 1.1.</p><p>
- Your normals do chip damage!</p><p>
</p><p>
<em>Heat is <span>generated</span> by the following moves in order of amount:</em> (Most to least)</p><p>
</p><p>
- 6p (If you fire three times, you will be in or very close to Level 3 Heat) [+ 16.2 C, 18 C, 22.5 C]</p><p>
- J.hs [+ 21 C]</p><p>
- 236236s super, mash s. [Depends on how many times you hit Slash]</p><p>
- Lvl 1 Air Missile [+ 18 C] </p><p>
- Lvl 1 Horsie, Lvl 1 SRK [+13.5 C]</p><p>
- 2k [+ 7-10.8 C, depends on if/when you cancel]</p><p>
- 236s Lvl 1-3, 236s (air) Lvl 2-3 [+ 9 C]</p><p>
- 66 + p or k or s or hs (Robo Dash), Backdash [+4.5 C]</p><p>
- Blocking Level 1-5 attacks [+0, +0.9, +1.35, +1.62, +1.8C respectively]</p><p>
</p><p>
</p><p>
<em>Heat is <span>used up and decreased</span> by the following moves in order of amount:</em> (Most to least)</p><p>
</p><p>
- 236236p overdrive resets any heat very fast during its duration. It is virtually impossible to overheat while in this mode. </p><p>
- 236dust (air) Force Break: Decreases heat by 18.0 C on frame 7, followed by a decrease of 1.8 C every 6 frames. [Total temperature decrease of 37.8 ]</p><p>
- Overheat Explosion [-30 C]</p><p>
- Inputting 236s during the 236236s super will cause Robo-Ky to do a headbutt that releases 27 degrees of heat. If you input the headbutt when RK's heat is between 95-99% it will reduce temperature by 30 degrees.</p><p>
- 6h Lvl 3 [-18.9 C]</p><p>
- 6h Lvl 1-2 [-13.5 C]</p><p>
- Forward dashing</p><p>
- Not doing anything/walking/jumping</p><p>
</p><p>
</p><p>
<strong><em>Other:</em></strong></p><p>
</p><p>
-Hold p+k when getting knocked down and you will taunt resulting in laying down for about a second longer. Lengthens down time by 58F while taking 0.4% from Robo-Ky's eletricity gauge (superbar), also increases opponent's Tension Gain by 2%. If you are OTG'd you will not be able to use this move.</p><p>
</p><p>
</p><p>
<strong><em>Beginner's Guide:</em></strong></p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_sweatdrop.gif" alt=":sweatdrop:"><span style="font-family:'Comic Sans MS';">"There is waaaaaaaay too much info here, can you just give some advice to start off with?" </span></p><p>
</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"> "Sure thing!"</p><p>
</p><p>
</p><p>
To simplify things here's the 3 basic steps you should start out with. All of them should eventually lead to the most important thing: DAMAGE</p><p>
</p><p>
1.) Knockdown: This can come from your basic attack combo 2k, into 2s. Anytime you are hitting them, knockdown with 2s if possible.</p><p>
</p><p>
2.) Gain meter : This comes from throwing down a 2d after a knockdown, or 2d when you've got a good distance from your opponent. You can also gain tension from a connected Robo-Dash (Run for a bit, hit any button besides Dust). His command grab 63214k also takes some tension from them and gives it to you. Finally once you've worked on your defensive skills, you can Instant Block, pretty much a Just Defend like in CVS2. Robo gets 0.8 blocks of tension per IB!</p><p>
</p><p>
3.) Mixup: After you've knocked them down, and are sitting on a 2d mat, as they are getting up try the following things.</p><p>
</p><p>
- 236s Ground Bazooka: You'll want to throw this guy out (Level 2 is ok, Level 3 is great) as they are getting up, it gives you more time to try and mixup. Also if it connects...SEE STEP #1, #2...</p><p>
</p><p>
- 5d: This is an overhead. If it connects tap up and hit J.d, a few hits into this, tap up and hit J.d again. You can try to tack on a missile at the end (air 236s) if you want. Really basic combo and a great one to get comfortable with before moving on to more difficult ones.</p><p>
</p><p>
- 63214k Command Grab: Steals their tension and gives it to you, also knocks down...</p><p>
</p><p>
- 66, run, any button besides Dust, Robo-Dash: Will most likely stuff any wakeup attack they throw out, and beats their attempts to stop what they think might be a command grab from you! Gets you meter and knocks down. This move is Steps #1, #2, and #3 in and of itself!</p><p>
</p><p>
</p><p>
</p><p>
In Closing:</p><p>
</p><p>
Try these simple pressure/combo strings while learning how to fight as Robo:</p><p>
</p><p>
A.) 2k, 2s, 2d. (Get this down pat!)</p><p>
B.) 5k, 5s, 2s, 2d.</p><p>
C.) 5k, 5k, 5s, 5(far)s, 2d.</p><p>
D.) 5k, 5s, 2p, Bazooka.</p><p>
E.) 2k, 6hs Level 2 Steam.</p><p>
F.) 5k, 5k, 5s, 5(far)s, Horsie.</p><p>
G.) 5k, 5s, 2p, 2hs.</p><p>
</p><p>
You'll notice the goal of these strings is to either knockdown (A,B), continue pressure (C,D,E), or punish their attempts to interrupt your strings (F,G). Use Tiger Knee'd Level 3 Air Missiles for additional pressure.</p><p>
</p><p>
</p><p>
</p><p>
Robo has a diverse amount of options available to him, so it can kind of be intimidating right of the bat to learn all the different levels of his moves, modes and what have you. I suggest just trying to get some experience with the above via matches or training before you move on to things such as his:</p><p>
</p><p>
- 5hs FRC. (*Mandatory*)</p><p>
- Force Break Mixup. (Optional)</p><p>
- 80% Heat Mode. (Optional and not advised unless you have a firm grasp on his main game)</p><p>
- Detonation/Countdown/Overclock Super. ( Same as above)</p><p>
</p><p>
</p><p>
Going into training mode and just visually seeing Levels 1-3 of his moves might also help you remember when you can/should use them.</p>
]]></description><guid isPermaLink="false">149</guid><pubDate>Sat, 07 Jul 2007 19:12:06 +0000</pubDate></item></channel></rss>
