GGXX #R Robo-Ky

Um… yeah… posts were deleted so I’ll just repost

5K is cool

236236S is the shittiest super ever it gets stuffed by everything and it’s range isn’t even that great… blah blah blah

well anywayz, to start off, do not use his supers at all, forget they exist… they dont do any chip damage, however if you know some kind of guaranteed setup for them then it might be wise to use them since they do insane damage, if you feel like being gay with his countdown super make sure youre close when the timer hits zero so they have to block a big gay electric ball and then try and cross them up whenever youre free to move again… whenever you dust somebody off the ground do like HS, HS, dust, just let that dust own them it will do so much damage… his command grab steals assloads of life and theyre tension bar, so play like sol and random command grab people with it… steam owns and has serious ownage priority as well as his forward punch gun arm… when you get more bar, try and stay away from random dp’s cuz if they get blocked your gonna eat an air combo… play 50/50 games a lot with his s.D and ground laser in gatling combos, i cant tell you how many times ive been caught off guard with dust in a chain… when you get a lot of meter, needless to say you should shoot assloads of missiles at people and let them heat seak and follow that shit up by rushing them down… basically just abuse his normal and abuse ride the horse to get in close, especially abuse air dust… what a gay move that is… he’s broken yes, but he can be handled by people like slayer, faust, millia probably, just rush him down real hard and make sure he cant let steam out so you can just punish him when he blows up…

wtf, lol Robo-Ky’s supers are good besides the 236236S. The other ones are for champions.

rush punch does good damage u just have to set it up not ocunter with it.
the upercut super is not for champs zak, its for CHIMPS =P
ps: robo ky=doctor von doom >=)

See, thats why the DP super is better; you don’t have to set it up. :stuck_out_tongue:

Fuck supers, it’s all about FRC 5H and missiles. :stuck_out_tongue:

hellz yea

Random stuff:

5S© can backwards chain into 2P. Hella good. You’re still at advantage if it’s blocked, so you can run up and grab or just poke them to keep the pressure up (you can even cancel the 2P into another 5S to continue pressure). You can even whiff the 2P and then immediately stick out a 5S(f) or a 6P to counterhit. Once they’re conditioned to just sit there, run up and grab them anyway. Sexy!

Also, 5P is good. Decent speed and you’re at advantage on block, so you can run up and grab or keep attacking. You can do silly stuff like 5K, 5P, run up and 5K again or do 2K-2S or whatever you want. 5P also hits crouchers for no apparent reason.

Robo-Ky is hawt.

Thanks for the good word BoF, I wanted to use him at my local tourney at the end of the month (because I don’t think much anyone has played against him).

What moves cause him to heat up? Also, is there a certain level (or amount of levels) to him heating up? Or do I just cheese out 6.HS to steam until he’s all peachy?

The frc timing for the 2.HS missle is weird.

:lol:

6P and 2H heat him up, as do missiles (236S, ground or air). Those are the ones I know.

There are three different levels of heat. You can gauge which one you’re at by the color of R-Ky’s face and the attack level of his 6H. At level 1 you’ll basically be your normal color and the 6H will be a tiny puff of smoke (you’re just fine here). Level 2 is anywhere between a slightly red tint to almost totally red. Your 6H will be a much bigger cloud (depending on color, you may want to start incorporating 6H into your attacks to help let off steam). Level 3 is outright flashing red, and your 6H will be a huge flaming black cloud of steam (start 6H use now and maybe let off your attack a little to give yourself time to cool down).

things i’ve noticed that heat up robo-ky

6p = ALOT of heat-up here
backdashing
air missiles
2k
ground bazooka
the dashing hit
j.HS

i think that’s it, but 6p seems to have SUBSTANTIALLY more heat up than the other moves

Thank you for clearing that up for me you two. I think I’ll play a defensive Robo-Ky for a while, until I really get the hang of him.

:smiley:

I was hoping I’d see more Robo-Ky in BYOC at EVO, but alas. I’ve been messing around with his detonation super, nothing really that special, but if they’re just sitting there blocking when the explosion goes off, you can quickly lay alot of 2d mats to gain super relatively fast, then reactivate it before they get out of block stun. Since you also generate super pretty fast while the countdown clock is ticking, I use the otherwise worthless rush punch super to kill 4 seconds off detonation countdown clock so that when it’s over, they will have to be blocking explosion. Also is there anything in paticular that is most effective if they do happen to get hit by the explosion? I was under the impression that 2HS Rocket Knee was the best thing to do?

Is there a corner loop with his 66+x? As in you can keep doing it over a few times?

You can cancel the 66 move with anything, including FD. It also floats them pretty well on CH, so if you have them flashing, you can do it a few times (66+button, FD to cancel and do it again).

obviously u wernt there when rf and kindevu played with robo ky for a good half hour =/

Damn, no I was not. They were probably playing on my PS2 too, haha.

I found my biggest problem with Robo is getting tension. Do you have guys have any little poking strings you put mats into?

Also, pardon my lack of knowledge, but what does FD stand for BoF?

FD = Faultless Defense

Robo gains meter in two specific ways: playing defense (blocking) or using mats. Some decent mat strings include 5KxN into 5S© then 2D (mat), 2K-2D (decent throw setup), 5S(f)-2D, and of course 2K-2S-2D. The best time to lay mats is after knocking your opponent down or after blowing them onto the other side of the screen with something like 6P.

You can also use his command grab to steal your opponent’s meter and use it for yourself. Just make sure you don’t use a meter-consuming move before grabbing, otherwise you won’t get any meter out of it.

Is 236+S, 5x5K a good poking string? I can’t see much otherwise with him, save 5.S, 6.S, 236+S maybe?

Also, after a connected 2+K into 2+S, I can FD HS, right? Anything to follow up after that?