heyyy, i started playing robo-ky when AC dropped on PSN and i wanted to know if the actual changes when he goes into 80 heat are documented anywhere. I know there's more hitstun and blockstun(?) on his normals and specials, but Ive never been able to find out how much, which would be nice to know. Especially since it seems to be different on different moves (like heat 5H seems to have infinite untech time on air hit?)
Also I was reading on here that heat c.S > 5D combos in heat on crouching opponents, so I thought that c.S > bazooka should too since that and 5D have the same startup. And it totally does! Not sure why I've never seen anyone do this but you can just loop 5P>c.S>bazooka(lvl 2 or 3) as much as you want. You can even do dash j.S, c.S>bazooka xN with how much hitstun you get. Take them to the corner from anywhere on screen and easily end in robo-dash for knockdown + more meter than you started with. Or you could do 2S (which'll float them really low thanks to gravity scaling) 5H frc >whatever, or 5D >whatever, or WHATEVER you want really. Since you're looping bazooka it maintains your heat pretty perfectly too. In the corner I've only ever been able to get 2 or 3 bazookas to combo, but the real strength is midscreen anyway. The damage is nice too. I dont remember exact numbers per loop, but coast to coast its about 180 on ky.
The obvious limitation is the confirm you need... but that tends to be the limitation on most of RK's cool combos so :p. Its better (and easier) than dash 5P xN at any rate. I feel like its a bit more than just combovid fodder, but its probably been in a combovid, haha.