GGXX #R Robo-Ky

silly robo-ky idea

as some may have noticed, its VERY hard to FRC the HS without the one-button RC or, if you do try to go at it with hitting HS then hitting P,K,S for the FRC, the game MAY interpret that as a 4 button IK mode activation! O_O

so until you get l33t button skillz, just gatling into HS from another normal (like S or close S) then RC, which gives you a bit more leeway to FRC it

Nah, it’s really not that hard to FRC 5H - i’d say Jam’s 2D is harder, but after some practice even that’s easy. :confused:

You have like - 3-4 frames (i’d say 3) for the FRC…and thats almost immediatly after you press H. FRC on the first available frame however and you get nothing (like Baiken j.D). You really you have to focus on them last 2 if you know where they are. :stuck_out_tongue:

What off following up after it? Aren’t they in the air at that point?

Can anyone post up some frame data for him? I’m very interested in it, just can’t find it anywhere. :frowning:

I’ll try and get someone with the #r book to scan pages…he knows Jap, so it’s all good. Only data I remember was where the H FRC was. :stuck_out_tongue:

How do all you robo users play? I normally just poke and switch up between 2K, 2S, mat, or I’ll 5D. When I have a good amount of tension I’ll go for knockdown, bazooka to high, low, or command grab. For keepaway I’ll missile, missile, mat, etc. like most other people. For AA I tend to use 2HS, 6P, 5HS FRC. Tick command throws occasionally with 5K/2K/5P/2P. So do most of you all play this same basic style? Should I be using different attacks?

I play about the same way. Most of the time I’m trying to dominate the air with that awesome j.HS of his. After knocking an opponent down (with a string of 2K, 2S, and not ending in 5.HS) I’ll use ground bazooka and either follow up with a series of 5.K or jump up and launch another bazooka from the air.

Honestly I rarely do mats. I tend to try and get and command grab. I’m trying to work his dust in more, and then figure out what to do once I nail that FRC 5.HS after 2.S.

What do you have in the way of air combos? Say off a VT or bounch from j.S?

Any word on that frame data?

I have all the frame data infront of me in the GGXX#R complete guide; give me a day or two to copy/host the images.

It goes… MOVENAME+level/MOTION[STARTUP|ACTIVE|RECOVERY|SD]

SPECIAL ATTACKS:

KURATTOKU KY? Lv.1/236s [24 | 4x3 |57 | +22]
KURATTOKU KY? Lv.2/236s [24 | 4x4 |57 | +38]
KURATTOKU KY? Lv.3/236s [24 | 4x5 |57 | +54]

KY-GENSHOU Lv.1/214s [21 | 12 | 7+4 | +2]
KY-GENSHOU Lv.2/214s [13 | 16 | 7+3 | +8]
KY-GENSHOU Lv.3/214s [11 | 24 | 7+2 | +9]

KY-MAKI HOMERUN Lv.1/623HS [9 | 3 | 38+8 | -35]
KY-MAKI HOMERUN Lv.2/623HS [3 | 2(4)3 | 35+8 | -29]
KY-MAKI HOMERUN Lv.3/623HS [3 | 4(6)4 | 29+8 | -22]

CHOUNAI-KY BARGAIN Lv.1/j.236s [ 11 | — | 49 | — ]
CHOUNAI-KY BARGAIN Lv.2/j.236s [ 7 | — | 33 | — ]
CHOUNAI-KY BARGAIN Lv.3/j.236s [ 9 | — | 41 | — ]

ITA-KY-GEKI/66p or any attack [ 19 | 9 | 19 | 0± ]

KY-DENPA/63214k [ 7 | 1 | 30 | — ]

SUPER ATTACKS:

REALLY LONGASS MOVENAME DANE!/ 236236s [ 11+5 | 2x18(6)3 | 27 | -11 ]
GEN-KY LOVERS/ 236236p [ 13+0 | 3x27 | 134 | +118 ]

NORMAL ATTACKS

STANDING
P [ 6 | 4 | 4 | +6 ]
K [ 5 | 7 | 7 | -4 ]
S [ 7 | 2 | 18 | -3 ] (CLOSE)
S [ 9 | 5 | 19 | -3 ] (FAR)
HS [ 4 | 7 | 29 |-17 ]
6P [ 11 | 2 | 36 | -4 ]
6HS [ 15 | 12 | 9 | -6 ] (LV.1)
6HS [ 16 | 15 | 3 | +6 ] (LV.2)
6HS [ 16 | 12 | 13 | +2 ] (LV.3)
D [ 22 | 4 | 22 |-12 ]
Counter [ 4 | 7 | 29 |-22 ]

CROUCHING
P [ 6 | 4 | 5 | +3]
K [ 7 | 11 | 9 | -8]
S [ 10 | 3 | 20 | -9]
HS [ 14 | - | 51 | -7]

JUMPING
P [ 7 | 8 | 4 ]
K [ 7 | 12 | 16 ]
S [ 9 | 2 | 23 ]
HS [ 8 | 3 | 37 ]
D [ 10 | 24 | 9 ]

I need someone to help me translate the rest of the information in this, such as special properties and such. He literally has a special property for EVERY SINGLE MOVE. I also know like, next to 0% japanese. ._.; I will try to find a way to scan/fax this to whoever can translate.

bump!..

doesnt reno rob know jap? :clap:

Robo Ky’s stand P is +6 on block? :open_mouth:

WOW. No wonder 5K, 5P is such a popular string. I knew he had advantage, but +6? That’s awesome!

Either you’re being serious about that last comment, or you’re being how you usually are. _

Seen as I presume you are the latter, then i’ll reply with I DON’T KNOW ROBO-KY’S FRAMES, MKAY???

He knows about some, but not an entire book that’s full of kanji and what not (since I think he was 4 years old when he learned it), so he can read some, but not all of those words.

JP

the official Sammy USA tranlation of Robo-Ky’s moves has been released (taken from the released US Isuka manual)

(What It Is - US Move Name - Command)
Dashing Attack - “Exciting Beat” - dashing+any attack button
Jousting Dash - “Phenomenon” - 214+S
Steam Venting - “Antifebrile” - 6+HS
Vapor Thrust - “Game Opening Home Run” - 623+HS
Bazooka Attack - “Do You Want To Suffer?” - 236+S
Command Throw - “Strange Electric Wave” - 63214+K
Electric Mat - “Discussion Meeting” - 2+D
Air Rocket Punch - “Bargain of Street Meeting” - 236+S (in air)
Delayed Wake-Up - “A Time Lag Gets Up” - P+K while knocked down

MultiPunch Super - “Whatever is Done, A Fellow No Good is No Good” - 236236+S
Aces High - “Single Blow of the Reform” - 623+HS (with 5 blocks of meter)
Self Destruct Super - “Limit Lovers” - 236236+P

Gee, I guess I should make my sarcasm more obvious so you won’t mistake when I’m being serious. Seeing as I didn’t know it was +6 until I saw that. Moron.

neat how his lvl2 steam vent also gets +6 on block

He’s a beast, plain and simple.

Rock on Robo-Ky.

:smiley: