ROBO OH/NEKOGAMI: Difference between revisions
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(→Movelist: Fixed a move being incorrectly listed as a mid instead of a low.) |
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(11 intermediate revisions by 2 users not shown) | |||
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{{Subnav-RO}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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* '''Not Really That Disjointed''': Can get anti-aired easily under certain conditions. | * '''Not Really That Disjointed''': Can get anti-aired easily under certain conditions. | ||
* '''Requires multiple interactions''': | * '''Requires multiple interactions''': Damage is probably the only thing NEKOGAMI doesn't excel at. We're scraping the barrel as far as cons go. | ||
}} | }} | ||
Line 127: | Line 129: | ||
|onhit=Knockdown | |onhit=Knockdown | ||
|onblock=-18 | |onblock=-18 | ||
|guard= | |guard=Low | ||
|chip=0 | |chip=0 | ||
|invuln= | |invuln= | ||
Line 140: | Line 142: | ||
{{MoveData | {{MoveData | ||
|image=ro_NG_cmdH.png | |image=ro_NG_cmdH.png | ||
|image2=ro_NG_cmdH2.png | |||
|caption= | |caption= | ||
|name= | |name= | ||
Line 155: | Line 158: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
* | * NEKOGAMI advances forward, kicking twice. tied for NEKOGAMI's strongest meterless move and has enough pushback to be effectively safe. Juggles for two hits in the air. | ||
Gatling Options: SP, SC | Gatling Options: SP, SC | ||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|image=ro_NG_jL.png | |||
|caption= | |||
|name= | |||
|input= j.L | |||
|data= | |||
{{AttackData-AUA | |||
|damage=25 | |||
|startup=5 | |||
|active=999 | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard=High | |||
|chip=0 | |||
|invuln= | |||
|description= | |||
* Standard j.L. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ro_NG_jH.png | |||
|caption= | |||
|name= | |||
|input= j.H | |||
|data= | |||
{{AttackData-AUA | |||
|damage=60 | |||
|startup=13 | |||
|active=10 | |||
|recovery=11 | |||
|onhit=+9 | |||
|onblock=-1 | |||
|guard=High | |||
|chip=0 | |||
|invuln= | |||
|description= | |||
* A solid jump-in. Can be cancelled into Shadow Kick for some funny shenanigans. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ro_NG_Throw.png | |||
|caption= | |||
|name= Throw | |||
|input= L+H | |||
|data= | |||
{{AttackData-AUA | |||
|damage=70 | |||
|startup=16 | |||
|active=3 | |||
|recovery=27 | |||
|onhit=Knockdown | |||
|onblock= | |||
|guard=Throw | |||
|chip=0 | |||
|invuln= | |||
|description= | |||
* Universal throw. Unusually powerful. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ro_NG_26x.png | |||
|caption= | |||
|name= Rolling Ball High | |||
|input= 26x | |||
|data= | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|l}} | |||
|damage=80 | |||
|startup=6 | |||
|active=18 | |||
|recovery=17 | |||
|onhit=0 | |||
|onblock=-25 | |||
|guard=Mid | |||
|chip=20 | |||
|invuln= | |||
|description= | |||
* Usually worse than the low version, but there are some niche cases where it sees use. Spaced properly, it can be meaty enough lead into 5L or 2L on hit. | |||
}} | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|h}} | |||
|damage=80 | |||
|startup=6 | |||
|active=34 | |||
|recovery=17 | |||
|onhit=Knockdown | |||
|onblock=-41 | |||
|guard=Mid | |||
|chip=20 | |||
|invuln= | |||
|description= | |||
* Once again, the low version is generally more helpful. | |||
}} | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|od}} | |||
|damage=90 | |||
|startup=6 | |||
|active=34 | |||
|recovery=17 | |||
|onhit=Knockdown | |||
|onblock=-41 | |||
|guard=Mid | |||
|chip=22.5 | |||
|invuln= f1-6 Full, f7-39 Projectile | |||
|description= Your usual juggle combo ender, due to the higher hitbox when compared to Rolling Ball Low. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ro_NG_24x.png | |||
|caption= | |||
|name= Rolling Ball Low | |||
|input= 24x | |||
|data= | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|l}} | |||
|damage=80 | |||
|startup=6 | |||
|active=18 | |||
|recovery=17 | |||
|onhit=0 | |||
|onblock=-25 | |||
|guard=Low | |||
|chip=20 | |||
|invuln= | |||
|description= | |||
* Usually used more than the high version due to having the same frame data but being a low. Just like the high version, if spaced properly, you can follow it up with a 5L or 2L. | |||
}} | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|h}} | |||
|damage=80 | |||
|startup=6 | |||
|active=34 | |||
|recovery=17 | |||
|onhit=Knockdown | |||
|onblock=-41 | |||
|guard=Low | |||
|chip=20 | |||
|invuln= | |||
|description= | |||
* Travels quite a bit further than {{NotationIcon-RO|l}}Rolling Ball Low. Used during hyperdrive for corner carry. | |||
}} | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|od}} | |||
|damage=90 | |||
|startup=6 | |||
|active=34 | |||
|recovery=17 | |||
|onhit=Knockdown | |||
|onblock=-41 | |||
|guard=Low | |||
|chip=22.5 | |||
|invuln= f7-39 Projectile | |||
|description= | |||
* Not used terribly often, just because {{NotationIcon-RO|h}}Rolling Ball Low already knocks down. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ro_NG_j24x.png | |||
|caption= | |||
|name=Shadow Kick | |||
|input= j.24x | |||
|data= | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|l}} | |||
|damage=50 | |||
|startup=6 | |||
|active=999 | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard=High | |||
|chip=12.5 | |||
|invuln= | |||
|description= | |||
* A divekick. Only has one frame of blockstun, so it's easy to punish. | |||
}} | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|h}} | |||
|damage=50 | |||
|startup=6 | |||
|active=999 | |||
|recovery= | |||
|onhit=Knockdown | |||
|onblock= | |||
|guard=High | |||
|chip=12.5 | |||
|invuln= | |||
|description= | |||
* Goes at a more horizontal angle than the L version. | |||
}} | |||
{{AttackData-AUA | |||
|version={{NotationIcon-RO|od}} | |||
|damage=30,30 | |||
|startup=6 | |||
|active=999 | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard=High | |||
|chip=7.5,7.5 | |||
|invuln=6-999 Projectile | |||
|description= | |||
* Goes at an even further angle. Hits twice, but each hit still has only one frame of blockstun. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ro_NG_ODS.png | |||
|caption= | |||
|name= Super Neko Shot | |||
|input= 2626L+H | |||
|data= | |||
{{AttackData-AUA | |||
|version=1 Bar | |||
|damage=18x4 | |||
|startup=20 | |||
|active=20 | |||
|recovery=41 | |||
|onhit=Knockdown | |||
|onblock= | |||
|guard=Mid | |||
|chip=4.5x4 | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-AUA | |||
|version=2 Bar | |||
|damage=41x4 | |||
|startup=20 | |||
|active=20 | |||
|recovery=41 | |||
|onhit=Knockdown | |||
|onblock= | |||
|guard=Mid | |||
|chip=0 | |||
|invuln=1-39 Projectile | |||
|description= | |||
}} | |||
{{AttackData-AUA | |||
|version=3 Bar | |||
|damage=55x4 | |||
|startup=20 | |||
|active=20 | |||
|recovery=41 | |||
|onhit=Knockdown | |||
|onblock= | |||
|guard=Mid | |||
|chip=13.75x4 | |||
|invuln=1-39 full | |||
|description= | |||
* Fires four short-range projectiles. | |||
}} | |||
}} | |||
{{Navbox-RO}} | {{Navbox-RO}} | ||
[[Category:ROBO OH]] |
Latest revision as of 15:30, 5 April 2023
NEKOGAMI | |
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Health | 550 |
Forward Walk Speed | 1.40 |
Backward Walk Speed | 1.30 |
Forward Dash Speed | 2.60 |
Backward Dash Speed | 2.34 |
Jump Speed | 1.40 |
Introduction
NEKOGAMI is an absolute rushdown and mixup monster who can throw out multiple unreactable overheads leading into deadly knockdowns. However, NEKOGAMI’s combo damage is somewhat low compared to other characters, mostly because it relies on getting multiple knockdowns with its potent mixup game. Strike fear into the hearts of your opponent by using the Cat God to overwhelm and overpower.
“I am equipped with nine power sources!”
Strengths | Weaknesses |
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Unique Tools
NEKOGAMI makes use of the quickest movement speed in the game combined with its divekick to create a very effective loop of pressure. It can perform 3 overheads in a row in a true blockstring.
Movelist
5L Type 1 light attack. Type 1 light attack.
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2L Type 1 light attack. Type 1 light attack.
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5H Look at me, I throw this out and call it a mixup Look at me, I throw this out and call it a mixup
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2H
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4H
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j.L
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j.H
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Throw
L+H |
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Rolling Ball High
26x |
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Rolling Ball Low
24x |
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Shadow Kick
j.24x |
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Super Neko Shot
2626L+H |
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