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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{{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''': NEKOGAMI’s combo damage is low, so you’ll need to get in more times than most other characters to win the round.
* '''Requires multiple interactions''': Damage is probably the only thing NEKOGAMI doesn't excel at. We're scraping the barrel as far as cons go.  


}}
}}
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  |onhit=Knockdown
  |onhit=Knockdown
  |onblock=-18
  |onblock=-18
  |guard=Mid
  |guard=Low
  |chip=0
  |chip=0
  |invuln=
  |invuln=
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  |invuln=
  |invuln=
  |description=
  |description=
* Approaches a slight bit. tied for Neko's strongest meterless move and has enough pushback to be effectively safe.  
* 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
  }}
  }}
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  |invuln=
  |invuln=
  |description=  
  |description=  
* A solid jump-in. Can be cancelled into Shadow Kick for some funny shenanigans.
  }}
  }}
}}
}}
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  }}
  }}
}}
}}


{{MoveData
{{MoveData
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|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |version=26L
  |version={{NotationIcon-RO|l}}
  |damage=80
  |damage=80
  |startup=6
  |startup=6
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  |invuln=
  |invuln=
  |description=  
  |description=  
* Usually worse than the low version, but there are some niche cases where it sees use. Spaced properly, it can lead into 5L or 2L on hit.
* 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
  {{AttackData-AUA
  |version=26H
  |version={{NotationIcon-RO|h}}
  |damage=80
  |damage=80
  |startup=6
  |startup=6
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  |invuln=
  |invuln=
  |description=  
  |description=  
* Once again, the low version is generally more helpful.
  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |version=26L+H
  |version={{NotationIcon-RO|od}}
  |damage=90
  |damage=90
  |startup=6
  |startup=6
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  |chip=22.5
  |chip=22.5
  |invuln= f1-6 Full, f7-39 Projectile
  |invuln= f1-6 Full, f7-39 Projectile
  |description=  
  |description= Your usual juggle combo ender, due to the higher hitbox when compared to Rolling Ball Low.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |version=24L
  |version={{NotationIcon-RO|l}}
  |damage=80
  |damage=80
  |startup=6
  |startup=6
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  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |version=24H
  |version={{NotationIcon-RO|h}}
  |damage=80
  |damage=80
  |startup=6
  |startup=6
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  |invuln=
  |invuln=
  |description=  
  |description=  
* Travels quite a bit further than {{NotationIcon-RO|l}}Rolling Ball Low. Used during hyperdrive for corner carry.
  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |version=24L+H
  |version={{NotationIcon-RO|od}}
  |damage=90
  |damage=90
  |startup=6
  |startup=6
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  |invuln= f7-39 Projectile
  |invuln= f7-39 Projectile
  |description=  
  |description=  
* Not used terribly often, just because {{NotationIcon-RO|h}}Rolling Ball Low already knocks down.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=ro_NG_j24x.png
|image=ro_NG_j24x.png
|caption=
|caption=  
|name=Shadow Kick
|name=Shadow Kick
|input= j.24x
|input= j.24x
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |version=j.24L
  |version={{NotationIcon-RO|l}}
  |damage=50
  |damage=50
  |startup=6
  |startup=6
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  |chip=12.5
  |chip=12.5
  |invuln=
  |invuln=
  |description=  
  |description=
* A divekick. Only has one frame of blockstun, so it's easy to punish.
  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |version=j.24H
  |version={{NotationIcon-RO|h}}
  |damage=50
  |damage=50
  |startup=6
  |startup=6
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  |invuln=
  |invuln=
  |description=  
  |description=  
* Goes at a more horizontal angle than the L version.
  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |version=j.24L+H
  |version={{NotationIcon-RO|od}}
  |damage=30,30
  |damage=30,30
  |startup=6
  |startup=6
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  |invuln=6-999 Projectile
  |invuln=6-999 Projectile
  |description=  
  |description=  
* Goes at an even further angle. Hits twice, but each hit still has only one frame of blockstun.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
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  |invuln=1-39 full
  |invuln=1-39 full
  |description=  
  |description=  
* Fires four short-range projectiles.
  }}
  }}
}}
}}


{{Navbox-RO}}
{{Navbox-RO}}
[[Category:ROBO OH]]

Latest revision as of 15:30, 5 April 2023

NEKOGAMI
Ro NEKOGAMI headshot.png
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
  • Ridiculous mix: NEKOGAMI has the fastest overhead in the game with only 9 frames of startup. On top of also boasting an overhead divekick, an advancing command heavy, and rolling ball low, its great mobility allows it to quickly apply pressure between high and low.
  • Fast: Having the fastest walk speed, dash speed, and jump height give NEKOGAMI great advantage over its opponents. There is no escape.
  • Low health: NEKOGAMI is tied for the 2nd lowest health with UCHUZINE and SHIPPOOH.
  • Not Really That Disjointed: Can get anti-aired easily under certain conditions.
  • Requires multiple interactions: Damage is probably the only thing NEKOGAMI doesn't excel at. We're scraping the barrel as far as cons go.

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
Ro NG 5L.png
Type 1 light attack.
Type 1 light attack.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25 5 2 6 +4 +4 Mid 0 - -
  • Cancels into itself.


Gatling Options: 5L, 2L, SP, SC

2L
Ro NG 2L.png
Type 1 light attack.
Type 1 light attack.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25 5 2 6 +4 +4 Low 0 - -
  • Cancels into itself. Hits low.


Gatling Options: 2L, 5L, SP, SC

5H
Ro NG 5H.png
Look at me, I throw this out and call it a mixup
Look at me, I throw this out and call it a mixup
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
70 10 6 15 -9 -13 High 0 - -
  • Stupidly fast overhead.


Gatling Options: SP, SC

2H
Ro NG 2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 7 6 24 Knockdown -18 Low 0 - -
  • A low sweep that knocks down.

Gatling Options: SP, SC

4H
Ro NG cmdH.png
Ro NG cmdH2.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40,40 13 6 15 - - Mid 0 - -
  • 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

j.L
Ro NG jL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25 5 999 - - - High 0 - -
  • Standard j.L.
j.H
Ro NG jH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
60 13 10 11 +9 -1 High 0 - -
  • A solid jump-in. Can be cancelled into Shadow Kick for some funny shenanigans.
Throw
L+H
Ro NG Throw.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
70 16 3 27 Knockdown - Throw 0 - -
  • Universal throw. Unusually powerful.


Rolling Ball High
26x
Ro NG 26x.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 80 6 18 17 0 -25 Mid 20 - -
  • 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.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 80 6 34 17 Knockdown -41 Mid 20 - -
  • Once again, the low version is generally more helpful.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 90 6 34 17 Knockdown -41 Mid 22.5 - f1-6 Full, f7-39 Projectile

Your usual juggle combo ender, due to the higher hitbox when compared to Rolling Ball Low.

Rolling Ball Low
24x
Ro NG 24x.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 80 6 18 17 0 -25 Low 20 - -
  • 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.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 80 6 34 17 Knockdown -41 Low 20 - -
  • Travels quite a bit further than RO L.png

Rolling Ball Low. Used during hyperdrive for corner carry.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 90 6 34 17 Knockdown -41 Low 22.5 - f7-39 Projectile
  • Not used terribly often, just because RO H.png

Rolling Ball Low already knocks down.

Shadow Kick
j.24x
Ro NG j24x.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 50 6 999 - - - High 12.5 - -
  • A divekick. Only has one frame of blockstun, so it's easy to punish.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 50 6 999 - Knockdown - High 12.5 - -
  • Goes at a more horizontal angle than the L version.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 30,30 6 999 - - - High 7.5,7.5 - 6-999 Projectile
  • Goes at an even further angle. Hits twice, but each hit still has only one frame of blockstun.


Super Neko Shot
2626L+H
Ro NG ODS.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
1 Bar 18x4 20 20 41 Knockdown - Mid 4.5x4 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
2 Bar 41x4 20 20 41 Knockdown - Mid 0 - 1-39 Projectile
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
3 Bar 55x4 20 20 41 Knockdown - Mid 13.75x4 - 1-39 full
  • Fires four short-range projectiles.


General
Controls
Notation
HUD
System
FAQ
Patch Notes
Characters
RINGKING
MEGASTAR
NEKOGAMI
DRAGONOH
MASAMIOH
AUTOFIVE
YUMELODY
SUTEKISS
GRANDSKY
HEAVYTEX
UCHUZINE
SHIPPOOH
MAXCYBER
DIMCYBER