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{{WIP}} | |||
{{Profile-YH | {{Profile-YH | ||
|charactername=Robot | |charactername=Robot | ||
|intro=Robot is a '''grappler''' character. Robot is a large threat with their | |intro=Robot is a '''grappler''' character. Robot is a large threat with their plethora of threatening attacks and high damage, especially at close ranges. | ||
''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ||
|image= | |image=YH_Robot_Idle1.png | ||
|pros= | |pros= | ||
*'''Tank''': Robot takes 15% less damage. | |||
*'''Strong Blows''': Robot has high-power strikes that can rack up damage without long combos. | *'''Strong Blows''': Robot has high-power strikes that can rack up damage without long combos. | ||
*'''Grappler''': Robot has advanced throw options, including a grapple that is grab-safe. | *'''Grappler''': Robot has advanced throw options, including a grapple that is grab-safe. | ||
*'''Super Armor''': Robot can add | *'''Armor & Super Armor''': Robot can add Armor to any attack or maneuver, automatically blocking any non-Guard-break attacks that connect with it and allowing for more aggressive plays(recharges upon the first hit of a combo or being close to a LOIC strike). This turns into Super Armour upon successful KILL PROCESS hit. | ||
*'''Powerful okizeme''': Since STEP is unparryable, Robot can put opponents through grueling OSCs. | |||
*'''Powerful okizeme''': Since STEP is unparryable | |||
|cons= | |cons= | ||
*'''Clumsy''': Robot's basic movement options lack agility and require commitment. | *'''Clumsy''': Robot's basic movement options lack agility and require commitment. | ||
*'''Melee-oriented''': Robot has | *'''Melee-oriented''': Robot has limited, unwieldy and oftentimes extremely telegraphed projectiles, requiring it to close the distance to deal substantial damage. | ||
*'''Large''': Robot is noticeably larger than the other hustlers, so much so that moves that can safely glide over the rest of the cast can cause problems with Robot. | |||
}} | }} | ||
==Move List== | ==Move List== | ||
=== | ===Movement=== | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">STEP</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Step.gif | ||
|input=[[Image:YH_Icon_Step.png]] | |hitbox=YH_Robot_StepHB.png | ||
|caption= | |input=[[Image:YH_Icon_Step.png]] | ||
|caption=The most iconic OSC in the game | |||
|name=STEP | |name=STEP | ||
|data= | |data= | ||
Line 35: | Line 39: | ||
|damage=600 | |damage=600 | ||
|startup=9 | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=Low | |guard=Low | ||
|firstactionable=8 | |firstactionable=8(15) | ||
|hitstun=16 | |hitstun=16 | ||
|proration=2 | |||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Basic movement option that doubles as an attack | * Basic movement option that doubles as an attack | ||
* Unparryable | * Unparryable | ||
* Hitbox can be canceled on frame 8; activates on frame | * Hitbox can be canceled on frame 8; activates on frame 9 | ||
** Once set in melee, the stomp element is faster than "Grab" in neutral, effective as a feint or frame trap | ** After the cancel window, must wait 7 frames before becoming actionable again, returning to neutral state | ||
* Against knocked-down opponents, it sends airborne and doesn't hitcancel | |||
* Once set in melee, the stomp element is faster than "Grab" in neutral, effective as a feint or frame trap. (Stomp has a Startup of 1 once the Stomp is set) | |||
Flip STEP: | |||
Identical to Step, but: | |||
* Startup 11f (up from 9) | |||
* IASA 10f (from 8), then must wait 7 frames before becoming actionable (as before) | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">RETURN</font>==== | |||
{{MoveData | |||
|image=YH_Robot_Return.png | |||
|hitbox=YH_Robot_ReturnHB.png | |||
|input=[[Image:YH_Icon_Step.png]] | |||
|caption= | |||
|name=RETURN | |||
|data= | |||
{{AttackData-YH | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|guard=Low | |||
|firstactionable=8 | |||
|hitstun= | |||
|description= | |||
* A simple retreat after using STEP. | |||
** Returns to the start point of STEP | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Super Dash</font>==== | |||
{{MoveData | |||
|image=YH_Robot_SuperDash.png | |||
|hitbox=YH_Robot_StepHB.png | |||
|input=[[Image:YH_Icon_SuperDash.png]] | |||
|caption= | |||
|name=Super Dash | |||
|data= | |||
{{AttackData-YH | |||
|version= | |||
|damage=600 | |||
|startup=18 | |||
|active=5 | |||
|recovery= | |||
|onhit= | |||
|guard=Low | |||
|firstactionable=17(22) | |||
|hitstun=16 | |||
|proration=1 | |||
|description= | |||
* Just like STEP, it's another movement option. | |||
* Interruptible on the opponent's turn for the first 9f. | |||
* Unparryable. | |||
* Once set in melee, the stomp element is faster than "Grab" in neutral, effective as a feint or frame trap | |||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">Jump</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Jump.png | ||
|hitbox=YH_Robot_JumpHB.png | |||
|input=[[Image:YH_Icon_Jump.png]] | |||
|caption= | |||
|name=Jump | |||
|data= | |||
{{AttackData-YH | |||
|version=Forward | |||
|startup= | |||
|firstactionable= 8-15 | |||
|description= | |||
* Short jumps are 8f to act. | |||
* Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards. | |||
* Unable to do jump while in the air. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Super Jump</font>==== | |||
{{MoveData | |||
|image=YH_Robot_SuperJump.png | |||
|hitbox=YH_Robot_SuperJumpHB.png | |||
|input=[[Image:YH_Icon_SuperJump.png]] | |||
|caption= | |||
|name=Super Jump | |||
|data= | |||
{{AttackData-YH | |||
|version= | |||
|startup= | |||
|firstactionable= | |||
|description= | |||
* | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Fly</font>==== | |||
{{MoveData | |||
|image=YH_Robot_Jump.png | |||
|hitbox=YH_Robot_JumpHB.png | |||
|caption=Its a bird, its a plane, Its a killing machine | |||
|input=[[image:8_flying_options.png]] | |||
|name=Flight | |name=Flight | ||
|data= | |data= | ||
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|hitstun= | |hitstun= | ||
|description= | |description= | ||
* | * Instead of jump, allows Robot to fly in 9 directions (all 8 Directions, as well as hover in place), independent of attacks/moves. | ||
* Can perform every air action normally available while in flight. | * Can perform every air action normally available while in flight. | ||
* Instead of air options, Fly uses Robot's unique mechanic, Fuel Tank, which lasts for 50 frames before depleting. | |||
* Fuel Tank fully replenishes when Robot lands the first successful hit in a combo, similarly to Armor. | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Dash</font>==== | ====<font style="visibility:hidden; float:right">Dash</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_DriveForward.png | ||
|input=[[Image:YH_Icon_Dash.png]] | |caption=FORWARD | ||
|hitbox=YH_Robot_DriveForwardHB.png | |||
|image2=YH_Robot_Drive1.png | |||
|caption2=BACKWARD | |||
|hitbox2=YH_Robot_DriveHB.png | |||
|input=[[Image:YH_Icon_Dash.png]][[Image:YH_Icon_DashBack.png]] | |||
|name=DRIVE Movement | |name=DRIVE Movement | ||
|data= | |data= | ||
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|version=FORWARD | |version=FORWARD | ||
|damage=600 | |damage=600 | ||
|startup= | |startup=4 | ||
|active= | |active=7 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=10 | ||
|hitstun=24 | |hitstun=24 | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Fast and far-reaching movement tool with a small hitbox. | * Fast and far-reaching movement tool with a small hitbox. | ||
* | * Robot's fastest attack, making a 3-way tie for fastest strike in the game | ||
* Hits OTG | * Hits OTG | ||
* Cannot hit aerial opponents. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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====<font style="visibility:hidden; float:right">Dash</font>==== | ====<font style="visibility:hidden; float:right">Dash</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Armor.png | ||
| | |hitbox=YH_Robot_ArmorHB.png | ||
|caption= | |input= | ||
|caption=Just slap this on any move and you just win. Yeah. | |||
|name=Armor | |name=Armor | ||
|data= | |data= | ||
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|hitstun= | |hitstun= | ||
|description= | |description= | ||
A Toggle Switch that grants nearly every button Robot can perform an additional defensive benefit | |||
* Robot starts the game with 1 charge of | Often Referred to as 'Autoguard', but referred to as Armor ingame | ||
* Robot starts the game with 1 charge of Armor. After using it, Robot needs to either land a hit or be within 20 horizontal units of the fire effect of LOIC to gain the charge back. | |||
* Armor lasts for the entirety of the move you attach it to until the next time you are actionable, but has a 3f Startup before it becomes Active (5f Startup if used on a move from Whiff Cancel) | |||
* If Robot is hit whilst Armor is active, they immediately cancel into Blocking, as if they had blocked the move normally. Henceforth known as 'Softblocking' | |||
* Grants super armor against projectiles. | |||
** Armor does not function against attacks with the Guard Break property | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Dash</font>==== | ====<font style="visibility:hidden; float:right">Dash</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Armor.png | ||
|hitbox=YH_Robot_ArmorHB.png | |||
|input= | |input= | ||
|caption= | |caption=You're as beautiful as the day I lost you | ||
|name=Shockwave | |name=(KILL PROCESS) Armor | ||
|data= | |||
{{AttackData-YH | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|guard= | |||
|firstactionable= | |||
|hitstun= | |||
|description= | |||
* Gives 1 hit of Super Armor to '''every''' action Robot can currently perform. | |||
* Robot upgrades their usage of 'Autoguard Armor' into 'Super Armor', working as shown | |||
* Armor lasts for the entirety of the move you attach it to until the next time you are actionable, but has a 3f startup (5f startup if used on a move from Whiff Cancel) | |||
* The opponent is unable to hitcancel if they strike your armour | |||
* Can take multiple hits if used against projectiles | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Dash</font>==== | |||
{{MoveData | |||
|image=Ground pound active.gif|caption=Animation that plays when ground pound is active. | |||
|hitbox=YH_Robot_JumpHB.png | |||
|image2=shockwave.png|caption2=Shockwave | |||
|hitbox2= | |||
|input=[[File:Ground pound indicator.png]] | |||
|name=Ground Pound | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=225-550 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 148: | Line 296: | ||
|firstactionable= | |firstactionable= | ||
|hitstun=18 | |hitstun=18 | ||
|blockadvantage=+0 | |||
|description= | |description= | ||
* When landing after jumping from a large height, | * When landing after jumping from a large height, indicated by the Ground Pound image on the UI lighting up, a bleeping sound, and a short particle animation on Robot, Robot will create a shockwave upon landing, launching two unparryable projectiles on either side of it. | ||
}} | }} | ||
}} | }} | ||
===Normal Attacks=== | ===Normal Attacks=== | ||
====<font style="visibility:hidden; float:right">KEYPUNCH</font>==== | |||
{{MoveData | |||
|image=Keypunch.gif | |||
|caption=Fist Bump! | |||
|hitbox=YH_Robot_KeyPunchHB.png | |||
|input=[[Image:YH_Icon_Punch.png]] | |||
|name=KEYPUNCH | |||
|data= | |||
{{AttackData-YH | |||
|damage=550 | |||
|startup=4 | |||
|active=2 | |||
|recovery= | |||
|onhit= | |||
|guard=High | |||
|firstactionable=15 | |||
|hitstun=5 | |||
|proration= | |||
|blockadvantage=+0 | |||
|description= | |||
* Robot's fastest move, tied with CRASH and Car Mode's FORWARD. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">CONCUSSIVE BLAST</font>==== | ====<font style="visibility:hidden; float:right">CONCUSSIVE BLAST</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_CBlast.png | ||
|caption=Tome Slap at home: | |||
|hitbox=YH_Robot_CBlastHB.png | |||
|input=[[Image:YH_Robot_Icon_CONCUSSIVE_BLAST.png]] | |input=[[Image:YH_Robot_Icon_CONCUSSIVE_BLAST.png]] | ||
|name=CONCUSSIVE BLAST | |name=CONCUSSIVE BLAST | ||
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|damage=600 | |damage=600 | ||
|startup=5 | |startup=5 | ||
|active= | |active=1 | ||
|recovery=12 | |recovery=12 | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=17 | ||
|hitstun=20 | |hitstun=20 | ||
|proration= | |proration= | ||
|blockadvantage=+0 | |||
|description= | |description= | ||
Jab-like attack, however slower than most other jab-type moves. | Jab-like attack, however slower than most other jab-type moves. | ||
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====<font style="visibility:hidden; float:right">OPTICAL BEAM</font>==== | ====<font style="visibility:hidden; float:right">OPTICAL BEAM</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_OpticalBeam.gif|caption=Grounded | ||
|image2= | |hitbox=YH_Robot_OBeamHB.png | ||
|image2=YH_Robot_OpticalBeamAir.gif|caption2=Aerial | |||
|hitbox2=YH_Robot_OBeamAirHB.png | |||
|input=[[Image:YH_Robot_Icon_OPTICAL_BEAM.png]] | |input=[[Image:YH_Robot_Icon_OPTICAL_BEAM.png]] | ||
|name=OPTICAL BEAM | |name=OPTICAL BEAM | ||
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{{AttackData-YH | {{AttackData-YH | ||
|version=Standing | |version=Standing | ||
|damage= | |damage=900 | ||
|startup=6 | |startup=6 | ||
|active= | |active=3 | ||
|recovery=12 | |recovery=12 | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=19 | ||
|hitstun=31 | |hitstun=31 | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
Quick anti-air attack that can combo into TRY-CATCH on hit. | Quick anti-air attack that can combo into TRY-CATCH on hit. | ||
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{{AttackData-YH | {{AttackData-YH | ||
|version=Aerial | |version=Aerial | ||
|damage= | |damage=600 | ||
|startup=6 | |startup=6 | ||
|active= | |active=3 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=19 | ||
|hitstun=24 | |hitstun=24 | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
Quick air to air button with good range and good range (albeit thin) hitbox | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">KICK USER</font>==== | ====<font style="visibility:hidden; float:right">KICK USER</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_KickUserA.gif | ||
|hitbox=YH_Robot_KickUserHB.png | |||
|input=[[Image:YH_Robot_Icon_KICK_USER_grounded.png]] | |input=[[Image:YH_Robot_Icon_KICK_USER_grounded.png]] | ||
|caption=Here's the kicker | |||
|name=KICK USER | |name=KICK USER | ||
|data= | |data= | ||
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|version=Standing | |version=Standing | ||
|damage=1050 | |damage=1050 | ||
|startup=9 | |startup=9/11 | ||
|active= | |active=5 | ||
|recovery=9 | |recovery=9 | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=22 | ||
|hitstun=40 | |hitstun=40 | ||
|proration= | |proration=-1 | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Causes a HKD on hit. | |||
* Decreased Startup with Initiative (9f compared to 11f) | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 246: | Line 430: | ||
|hitstun=34 | |hitstun=34 | ||
|proration= | |proration= | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Doesn't cause a HKD, but as of v1.4.8, the prediction shows the opponent as if they are in a HKD. | |||
Actionable into Specials (except Chainsaw) on frame 12/13 and actionable into Normals on frame 25/26 <!-- Frame discrepancy is most likely due to INITIATIVE --> | Actionable into Specials (except Chainsaw) on frame 12/13 and actionable into Normals on frame 25/26 <!-- Frame discrepancy is most likely due to INITIATIVE --> | ||
}} | }} | ||
Line 253: | Line 439: | ||
====<font style="visibility:hidden; float:right">PING</font>==== | ====<font style="visibility:hidden; float:right">PING</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_PingA.gif | ||
|input=[[Image:YH_Robot_Icon_PING.png]]|caption=Shake my hand! | |hitbox=YH_Robot_PingHB.png | ||
|input=[[Image:YH_Robot_Icon_PING.png]] | |||
|caption=Shake my hand! | |||
|name=PING | |name=PING | ||
|data= | |data= | ||
Line 260: | Line 448: | ||
|damage=950 | |damage=950 | ||
|startup=6 | |startup=6 | ||
|active= | |active=3 | ||
|recovery=10 | |recovery=10 | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=18 | ||
|hitstun= | |hitstun= | ||
|proration= | |proration=1 | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Not hit-cancellable | |||
* Causes a wallsplat on hit | |||
* Causes a Knockdown on air hit | |||
An extending-punch with a unique vacuum effect on hit: | |||
* Still pushes the opponent away if they block it | |||
* Does not allow for a combo on normal hit, leaving you +0 but with the opponent next to you | |||
** On Counter Hit gives +8 frames, allowing combo into any Grab-type move (may require flipping at close range) or most Strikes | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">EARTHQUAKE</font>==== | ====<font style="visibility:hidden; float:right">EARTHQUAKE</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH Robot EarthquakeA.gif | ||
|hitbox=YH_Robot_EQ1HB.png | |||
|image2=YH Robot EarthquakeThrow.gif | |||
|input=[[Image:YH_Robot_Icon_EARTHQUAKE.png]] | |input=[[Image:YH_Robot_Icon_EARTHQUAKE.png]] | ||
|caption=GET UP | |||
|name=EARTHQUAKE | |name=EARTHQUAKE | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=400 | |damage=400/750/800 | ||
|startup= | |startup=7(8) | ||
|active= | |active=3 | ||
|recovery=14 | |recovery=14 | ||
|onhit= | |onhit= | ||
|guard=Low | |guard=Low | ||
|firstactionable= | |firstactionable=24 | ||
|hitstun=0 | |hitstun=0 | ||
|proration= | |proration=1/0/0 | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Can hit opponent OTG. | |||
* Not hit-cancellable | |||
* Head and Inner hitbox have 7f startup, whereas Outer hitbox has 8f (this technically means Outer hitbox only has 2 active frames) | |||
** Has different damage and proration values dependent on which hitbox struck the opponent (ordered in data as Outer/Head/Inner hitbox) | |||
** If the opponent is hit with the inner hitbox, Robot automatically throws the opponent behind them for 1340 damage. This can only be done once per combo. | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">SPIN CYCLE</font>==== | ====<font style="visibility:hidden; float:right">SPIN CYCLE</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_SpinCycleA.gif | ||
|caption=Take 'em for a spin | |||
|hitbox=YH_Robot_SpinCycleHB.png | |||
|input=[[Image:YH_Robot_Icon_SPIN_CYCLE.png]] | |input=[[Image:YH_Robot_Icon_SPIN_CYCLE.png]] | ||
|name=SPIN CYCLE | |name=SPIN CYCLE | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1300 (650,650) | ||
|startup= | |startup=7 | ||
|active= | |active=4(3)4 | ||
|recovery=15 | |recovery=15 | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=20 | ||
|hitstun=5 | |hitstun=5 | ||
|proration= | |proration=1 | ||
|blockadvantage=+0 | |||
|description= | |description= | ||
* Not hit-cancellable | |||
* Becomes invulnerable to aerial attacks frames 5-15 on initiative. | |||
* The second hit begins 3 frames after the first ends, however it lasts for the same amount of time. | |||
Great move to catch out Ninja's Drop Kick and Jump Kick, since it's invulnerable to aerial attacks on initiative. | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">SAW BLADE</font>==== | ====<font style="visibility:hidden; float:right">SAW BLADE</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_SawbladeA.gif | ||
|caption=Remember Path of Pain? | |||
|hitbox=YH_Robot_SawbladeHB.png | |||
|input=[[Image:YH_Robot_Icon_SAW_BLADE.png]] | |input=[[Image:YH_Robot_Icon_SAW_BLADE.png]] | ||
|name=SAW BLADE | |name=SAW BLADE | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1950 (900+350*3) | ||
|startup=8 | |startup=8 | ||
|active= | |active=1(1)1(1)1 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=27 | ||
|hitstun=42 | |hitstun=42 | ||
|proration= | |proration= | ||
|blockadvantage=+3 | |||
|description= | |description= | ||
* 1f gaps between each hit | |||
Multihitting aerial attack good for opponents above robot, the large range and disjointed nature means you can sometimes fly around attempted aerial buttons and still hit the opponent | |||
}} | }} | ||
Line 337: | Line 553: | ||
====<font style="visibility:hidden; float:right">BOOT</font>==== | ====<font style="visibility:hidden; float:right">BOOT</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_BootA.gif | ||
|hitbox=YH_Robot_BootHB.png | |||
|input=[[Image:YH_Robot_Icon_KICK_USER_aerial.png]] | |input=[[Image:YH_Robot_Icon_KICK_USER_aerial.png]] | ||
|caption=Here's the kicker 2: Electric Boogaloo | |||
|name=BOOT | |name=BOOT | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=700 | ||
|startup=8 | |startup=8 | ||
|active= | |active=3 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=21 | ||
|hitstun=6 | |hitstun=6 | ||
|proration= | |proration= | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Causes a Groundbounce on hit | |||
* Flat initial velocity; your momentum does not affect your initial velocity. Fly will still influence velocity after initial if active. | |||
Great option for corner pressure and just a good general punish tool for its repeatability. | |||
}} | }} | ||
}} | }} | ||
Line 358: | Line 579: | ||
====<font style="visibility:hidden; float:right">CRASH</font>==== | ====<font style="visibility:hidden; float:right">CRASH</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Crash.png | ||
|caption=butt slam | |||
|hitbox=YH_Robot_CrashHB.png | |||
|input=[[Image:YH_Robot_Icon_CRASH.png]] | |input=[[Image:YH_Robot_Icon_CRASH.png]] | ||
|name=CRASH | |name=CRASH | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=500 | ||
|startup=4 | |startup=4 | ||
|active= | |active=Until Landing | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
Line 372: | Line 595: | ||
|hitstun=30 | |hitstun=30 | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Sends robot plummeting to the ground at high speeds. | |||
* Has 10 frames of Recovery after landing. | |||
Good method of suddenly forcing Shockwave, additionally forces the damage to it's maximum value. | |||
}} | }} | ||
}} | }} | ||
Line 379: | Line 606: | ||
====<font style="visibility:hidden; float:right">Grab</font>==== | ====<font style="visibility:hidden; float:right">Grab</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_BasicGrab.gif | ||
|image2=YH_Robot_Throw.gif|caption2=Throw | |||
|hitbox=YH_Robot_Grab1HB.png | |||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
|name= | |caption=they never expect the normal grab on Robot | ||
|name=Throw | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 393: | Line 623: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=Grab | |||
|description= | |description= | ||
* Universal Throw | |||
Notably has a different throw trajectory compared to other grabs, slamming the poor sod into | Notably has a different throw trajectory compared to other grabs, slamming the poor sod into the ground. | ||
}} | }} | ||
}} | }} | ||
Line 402: | Line 633: | ||
====<font style="visibility:hidden; float:right">TRY-CATCH</font>==== | ====<font style="visibility:hidden; float:right">TRY-CATCH</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_TryCatchFail.gif|caption=Whiff | ||
|input=[[Image:YH_Robot_Icon_TRY-CATCH.png]] | |hitbox=YH_Robot_TryCatchHB.png | ||
|image2=YH_Robot_TryCatchHit.gif|caption2=RoyceDI Check | |||
|image3=YH_Robot_TryCatchBack.gif | |||
|input=[[Image:YH_Robot_Icon_TRY-CATCH.png]] | |||
|name=TRY-CATCH | |name=TRY-CATCH | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage= Main: 2200 [700+700+700+100]; Back: 1600 | ||
|startup=7 | |startup=7/9 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=27 | ||
|hitstun=14 | |hitstun=14 | ||
|proration= | |proration= | ||
|blockadvantage=Grab | |||
|description= | |description= | ||
*Cannot hit grounded targets | *Cannot hit grounded targets. | ||
Excellent anti air, the massive hitboxes will punish just about any attempt to establish air dominance. Also not as | * Decreased Startup with Initiative (7f compared to 9f) | ||
* Has a toggleable back version that slams the opponent on the ground behind you, similar to COMMAND: GRAB | |||
*Can be combo'd into itself multiple times post-release so long as your opponent has low/no DI direction or influence, leading to a lot of damage off of one read. | |||
Excellent anti-air, the massive hitboxes will punish just about any attempt to establish air dominance. Also not as committal as KILL PROCESS, only wasting a free cancel on a whiff. | |||
Back is great for slamming the opponent back into the corner or baiting DI, where it could be followed with STEP oki or EARTHQUAKE's throw, and also being a good late combo DI check/finisher due to its hard knockdown and infinite hitstun. | |||
}} | }} | ||
}} | }} | ||
Line 424: | Line 663: | ||
====<font style="visibility:hidden; float:right">BOUNDS CHECK</font>==== | ====<font style="visibility:hidden; float:right">BOUNDS CHECK</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_BoundsCheckFail.gif | ||
|input=[[Image:YH_Robot_Icon_BOUNDS_CHECK.png]] | |hitbox=YH_Robot_BoundsCheckHB.png | ||
|image2=YH_Robot_BoundsCheckToss.gif | |||
|caption2=KAKAROT! | |||
|input=[[Image:YH_Robot_Icon_BOUNDS_CHECK.png]] | |||
|name=BOUNDS CHECK | |name=BOUNDS CHECK | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1800 | ||
|startup=5 | |startup=5 | ||
|active=3 | |active=3 | ||
Line 435: | Line 677: | ||
|onhit= | |onhit= | ||
|guard=Grab | |guard=Grab | ||
|firstactionable= | |firstactionable=23 | ||
|hitstun= | |hitstun= | ||
|proration=0 | |proration=0 | ||
|blockadvantage=Grab | |||
|description= | |description= | ||
* If hit raw then it forces the opponent into the corner, even if used from the opposite corner. Travels a set distance if used during a combo. | * If hit raw then it forces the opponent into the corner, even if used from the opposite corner. Travels a set distance if used during a combo. | ||
* Both versions cause a wallsplat | |||
* Grounded BOUNDS CHECK cannot grab aerial opponents, and vice versa. | |||
Good option to drag your opponent to the literal worst position possible, but it usually resets both opponents to neutral. This can be mitigated with an okizeme. | |||
}} | }} | ||
}} | }} | ||
Line 446: | Line 691: | ||
====<font style="visibility:hidden; float:right">COMMAND: GRAB</font>==== | ====<font style="visibility:hidden; float:right">COMMAND: GRAB</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_CommandGrabWhiff.gif | ||
|hitbox=YH_Robot_CommandGrab1HB.png | |||
|image2=YH_Robot_CommandGrabHit.gif | |||
|hitbox2=YH_Robot_CommandGrab2HB.png | |||
|input=[[Image:YH_Robot_Icon_COMMAND_GRAB.png]] | |input=[[Image:YH_Robot_Icon_COMMAND_GRAB.png]] | ||
|caption2=INEPT USER DETECTED: ACTIVATING COMMAND 'PSYCHOLOGICAL_DAMAGE.DLL' | |||
|name=COMMAND: GRAB | |name=COMMAND: GRAB | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=2840 (1400+1440) | ||
|startup=5 | |startup=5(7) | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=Grab | |guard=Grab | ||
|firstactionable= | |firstactionable=32 | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=Grab | |||
|description= | |description= | ||
* Grab Invulnerable during Startup | |||
* Has a toggleable back version that side switches | |||
* Additional hitbox appears on frame 7, increasing range | |||
* HKD on hit, but with massive knockback | |||
* Scales combo by 2 hits | |||
* Cannot grab aerial opponents | |||
Surprisingly niche given the speed and range. It's beaten out by any jab and it's very easily avoided by shorthop, possibly backdash as well depending on distance. Also can't combo unless you're or you're up against a corner, but the damage, and consequently the respect the opponent has to give the move, lest they get a mouthful of dirt, makes up for this. | |||
}} | }} | ||
}} | }} | ||
Line 467: | Line 724: | ||
====<font style="visibility:hidden; float:right">THUNDER CLAP</font>==== | ====<font style="visibility:hidden; float:right">THUNDER CLAP</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_ThunderClap.gif | ||
|hitbox=YH_Robot_TClapHB.png | |||
|input=[[Image:YH_Robot_Icon_THUNDER_CLAP.png]] | |input=[[Image:YH_Robot_Icon_THUNDER_CLAP.png]] | ||
|caption=clap those cheeks | |||
|name=THUNDER CLAP | |name=THUNDER CLAP | ||
|data= | |data= | ||
Line 481: | Line 740: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+3 | |||
|description= | |description= | ||
* Airborne frame 3 when used on the ground, therefore beats grab moves. | |||
** But doesn't go high enough to dodge any moves (even getting hit by Cowboy's Ankle Cutter) | |||
* Inflicts 25f more hitstop on the opponent once per combo. | |||
* Resets all momentum, letting you dodge seemingly impossible things. | |||
Only activates on the ground, so if you use this thing in the air you're going to be waiting a while for that hitbox. | Only activates on the ground, so if you use this thing in the air you're going to be waiting a while for that hitbox. | ||
When the Auto toggle is set to on, the THUNDER CLAP will activate in the air. | |||
}} | }} | ||
}} | }} | ||
Line 489: | Line 753: | ||
====<font style="visibility:hidden; float:right">FLAME THROWER</font>==== | ====<font style="visibility:hidden; float:right">FLAME THROWER</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_FlamethrowerA.gif | ||
|hitbox=YH_Robot_FlamethrowerHB.png | |||
|input=[[Image:YH_Robot_Icon_FLAME_THROWER.png]] | |input=[[Image:YH_Robot_Icon_FLAME_THROWER.png]] | ||
|name= | |caption=hold on, let them cook | ||
|name=FLAMETHROWER | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=Hit: 500; Fire: 2300 Total | ||
|startup= | |startup=10 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=16 | ||
|hitstun= | |hitstun=26 | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* | * Sets a large section of the floor in front of Robot on fire, dealing damage over time. | ||
* Deals | * Has an initial hitbox that can be parried, but the fire itself cannot be blocked. | ||
* Fire begins to deal damage at 13f. | |||
* Flaming Ground lasts for 115f. | |||
Good pressure tool. Since it does damage to any opponent on the ground, knockdowned or otherwise, it can be used to deal more damage on top of your existing combo. | |||
FIRE: | |||
*Deals 20 damage '''per frame''' to grounded opponents in its area of effect. | |||
*Does not deal damage to opponents in prejump frames. | |||
*Different sources of fire can stack damage. | |||
*Cannot hurt the Robot that created it. | |||
* '''Can''' be moved by Wizard's Gust. | |||
}} | }} | ||
}} | }} | ||
Line 511: | Line 789: | ||
====<font style="visibility:hidden; float:right">CHAINSAW</font>==== | ====<font style="visibility:hidden; float:right">CHAINSAW</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_ChainsawA.gif | ||
|hitbox=YH_Robot_ChainsawHB.png | |||
|caption=god I hate trees | |||
|input=[[Image:YH_Robot_Icon_CHAINSAW.png]] | |input=[[Image:YH_Robot_Icon_CHAINSAW.png]] | ||
|name=CHAINSAW | |name=CHAINSAW | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1200 (240x5) | ||
|startup=11 | |startup=11 | ||
|active= | |active=1(1)1(1)1(1)1(1)1 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
Line 524: | Line 804: | ||
|firstactionable=35 | |firstactionable=35 | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+3 | |||
|description= | |description= | ||
* The start and end positions can be angled omnidirectionally. | |||
* 1f gaps between each hit | |||
* '''+3 On Block''' | |||
Extremely useful in combos, does great damage and is very difficult to DI out of. | |||
It can also be used to call out block which makes it even safer to use as an armored attack. It can also easily restand the opponent if angled correctly. | |||
}} | }} | ||
}} | }} | ||
Line 533: | Line 819: | ||
====<font style="visibility:hidden; float:right">VACUUM</font>==== | ====<font style="visibility:hidden; float:right">VACUUM</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_VacuumA.gif | ||
|hitbox=YH_Robot_VacuumHB.png | |||
|input=[[Image:YH_Robot_Icon_VACUUM.png]] | |input=[[Image:YH_Robot_Icon_VACUUM.png]] | ||
|caption=Fuck you, no more neutral | |||
|name=VACUUM | |name=VACUUM | ||
|data= | |data= | ||
Line 547: | Line 835: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=-2 | |||
|description= | |description= | ||
* Flings the opponent towards robot on hit. | |||
Incredibly annoying to deal with, calls out most setup options within its range. Also quite useful in combos since it counters DI away and the hitstun is easily followed up on with an | * Can only be cancelled into Supers or FLAMETHROWER on hit | ||
Incredibly annoying to deal with, calls out most setup options within its range. | |||
Also quite useful in combos since it counters DI away and the hitstun is easily followed up on with an Inst. Cancel. | |||
}} | }} | ||
}} | }} | ||
Line 555: | Line 846: | ||
====<font style="visibility:hidden; float:right">DRIVE</font>==== | ====<font style="visibility:hidden; float:right">DRIVE</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_DriveTransform.gif | ||
|hitbox=YH_Robot_DriveHB.png | |||
|input=[[Image:YH_Robot_Icon_DRIVE.png]] | |input=[[Image:YH_Robot_Icon_DRIVE.png]] | ||
|caption=Transformers, roll out. | |||
|name=DRIVE | |name=DRIVE | ||
|data= | |data= | ||
Line 571: | Line 864: | ||
|description= | |description= | ||
* Transitions into Drive stance. | * Transitions into Drive stance. | ||
* Can be interrupted when your opponent becomes actionable. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">REMOTE BOMB</font>==== | |||
{{MoveData | |||
|image=YH_Robot_RBomb1.png | |||
|hitbox=YH_Robot_RBomb1HB.png | |||
|image2=YH_Robot_RBombBoom.gif | |||
|hitbox2=YH_Robot_RBomb2HB.png | |||
|input= | |||
|caption=Hot potato! | |||
|name=REMOTE BOMB | |||
|data= | |||
{{AttackData-YH | |||
|damage= Explosion: 1200; Physical: 800 | |||
|startup=8 | |||
|active=1 | |||
|recovery=5 | |||
|onhit= | |||
|guard= | |||
|firstactionable=13 | |||
|hitstun= | |||
|proration= | |||
|blockadvantage=+3/+1 | |||
|description= | |||
* Explosion is active for 1 Frame | |||
* Hitting the bomb with a melee attack lets you hitcancel that move, allowing you use them without burning a free cancel | |||
* Striking the bomb with a melee attack will give you ownership of the bomb (this can be either player) and gives it an 800 damage hitbox until it slows down sufficiently | |||
Upon clicking the Bomb toggle, the bomb explodes on the 31st frame afterwards or on the next projectile hit | |||
Many exception to how Bomb interacts exists, but general rules are as follows: | |||
* Bomb is affected by '''your''' DI | |||
* Projectiles return the bomb to a neutral state, where both players can be hit | |||
* You cannot hit the bomb with Burst/Burst Cancel, or while you have projectile invulnerability | |||
I'd suggest looking into the Robot Discord (available in the Links section of homepage) to find all the intricacies. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">OVERFLOW</font>==== | |||
{{MoveData | |||
|image=YH_Robot_OverflowFail.gif | |||
|image2=YH_Robot_OverflowHit.gif | |||
|input=[[image:YH_Robot_Icon_OVERFLOW.png]] | |||
|caption2=Yoink. | |||
|name=OVERFLOW | |||
|data= | |||
{{AttackData-YH | |||
|damage= 1300 | |||
|startup=7 | |||
|active=2 | |||
|recovery= | |||
|onhit= | |||
|guard=Grab | |||
|firstactionable=23 | |||
|hitstun= | |||
|proration= | |||
|blockadvantage=Grab | |||
|description= | |||
* Only hits grounded opponents. | |||
}} | }} | ||
}} | }} | ||
Line 576: | Line 932: | ||
===Drive Mode Attacks=== | ===Drive Mode Attacks=== | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">JUMPSTART</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_DriveFlip.png | ||
|hitbox=YH_Robot_DriveFlipHB.png | |||
|input=[[Image:YH_Robot_Icon_FLIP.png]] | |input=[[Image:YH_Robot_Icon_FLIP.png]] | ||
|name= | |caption=Won't you fly high, free bird, yeah | ||
|name=JUMPSTART | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=500 | ||
|startup=4 | |startup=4 | ||
|active=18 | |active=18 | ||
Line 592: | Line 950: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Transitions out of DRIVE stance | * Transitions out of DRIVE stance | ||
* Airborne frame one | * Airborne frame one | ||
* | * Can be flipped, however momentum decides which direction it goes | ||
Used to call out jump or get out of a bad situation quickly. | Used to call out jump or get out of a bad situation quickly. | ||
Line 603: | Line 962: | ||
====<font style="visibility:hidden; float:right">DRIFT</font>==== | ====<font style="visibility:hidden; float:right">DRIFT</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Drift.gif | ||
|hitbox=YH_Robot_DriveDriftHB.png | |||
|input=[[Image:YH_Robot_Icon_DRIFT.png]] | |input=[[Image:YH_Robot_Icon_DRIFT.png]] | ||
|caption=insert phonk joke here | |||
|name=DRIFT | |name=DRIFT | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1000 | ||
|startup=6 | |startup=6 | ||
|active=8 | |active=8 | ||
Line 617: | Line 978: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+3 | |||
|description= | |description= | ||
* Transitions out of DRIVE stance | * Transitions out of DRIVE stance | ||
* Projectile invulnerable | |||
* Causes a hard knockdown | |||
* Cannot hit aerial opponents | |||
* Flat velocity; your momentum does not affect movement distance. | |||
}} | }} | ||
}} | }} | ||
Line 624: | Line 990: | ||
====<font style="visibility:hidden; float:right">WHEELIE</font>==== | ====<font style="visibility:hidden; float:right">WHEELIE</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Wheelie.gif | ||
|hitbox=YH_Robot_DriveWheelie1HB.png | |||
|hitbox2=YH_Robot_DriveWheelie2HB.png | |||
|input=[[Image:YH_Robot_Icon_WHEELIE.png]] | |input=[[Image:YH_Robot_Icon_WHEELIE.png]] | ||
|caption=You expect me to go forward? nuh uh | |||
|name=WHEELIE | |name=WHEELIE | ||
|data= | |data= | ||
Line 638: | Line 1,007: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Moves towards opponent the same distance as FORWARD, but flipping allows for a sharp and sudden turn. | |||
}} | }} | ||
}} | }} | ||
Line 645: | Line 1,015: | ||
====<font style="visibility:hidden; float:right">CLUTCH</font>==== | ====<font style="visibility:hidden; float:right">CLUTCH</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Clutch.gif | ||
|hitbox=YH_Robot_DriveClutchHB.png | |||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
|caption=You know what? Fuck you. *overrides your grab* | |||
|name=CLUTCH | |name=CLUTCH | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=1200 | |damage=1200 | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 662: | Line 1,034: | ||
* Transitions out of DRIVE stance | * Transitions out of DRIVE stance | ||
* Grab invulnerable. | * Grab invulnerable. | ||
Good grab to punish people who overuse the basic grab, since it's grab invulnerable. Easily punished by using a quick jab. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">BOOST</font>==== | |||
{{MoveData | |||
|image=YH_Robot_Wheelie.gif | |||
|hitbox=YH_Robot_DriveBoost1HB.png | |||
|hitbox2=YH_Robot_DriveBoost2HB.png | |||
|input=[[Image:YH_Icon_Boost.png]] | |||
|caption=I don't care if you hit me, eat this rubber | |||
|name=BOOST | |||
|data= | |||
{{AttackData-YH | |||
|damage=1000 | |||
|startup=5 | |||
|active=12 | |||
|recovery= | |||
|onhit= | |||
|guard=High | |||
|firstactionable= | |||
|hitstun=13 | |||
|proration= | |||
|blockadvantage=+3 | |||
|description= | |||
* Level 1 Super, only available during DRIVE. | |||
* Similar to Wheelie, except with invul. | |||
* Leaves behind fire. The fire has the same properties as FLAMETHROWER. | |||
* Flat velocity; your momentum does not affect movement distance. | |||
}} | }} | ||
}} | }} | ||
Line 669: | Line 1,070: | ||
====<font style="visibility:hidden; float:right">KILL PROCESS</font>==== | ====<font style="visibility:hidden; float:right">KILL PROCESS</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_KillProcessSnatch.gif|caption=Heavenly...! | ||
|image2=YH_Robot_KillProcessBlender.gif|caption2=Potemkin...! | |||
|image3=YH_Robot_KillProcessSlam.png.png|caption3=BUSTAAAAAAHHHHHH! | |||
|hitbox=YH_Robot_KillProcessHB.png | |||
|input=[[Image:YH_Robot_Icon_KILL_PROCESS.png]] | |input=[[Image:YH_Robot_Icon_KILL_PROCESS.png]] | ||
|name=KILL PROCESS | |name=KILL PROCESS | ||
Line 683: | Line 1,087: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=Grab | |||
|description= | |description= | ||
* Has | * Has invul, on startup and active frames, making it a good situational DP or escape option. | ||
* Deals significantly more damage raw than in a combo. | * Deals significantly more damage raw than in a combo. | ||
* Deals increased damage with more meter. A raw KILL PROCESS with 9 levels will instantly kill the opponent at full health. | * Deals increased damage with more meter. A raw KILL PROCESS with 9 levels will instantly kill the opponent at full health. | ||
Line 692: | Line 1,097: | ||
====<font style="visibility:hidden; float:right">LOIC</font>==== | ====<font style="visibility:hidden; float:right">LOIC</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_LoicCall.gif | ||
| | |image2=YH_Robot_Loic.png|caption2=How does the laser shoot through the ceiling | ||
|hitbox=YH_Robot_LoicHB.png | |||
|input=[[Image:YH_Robot_Icon_LOIC.png]] | |||
? | |||
|name=LOIC | |name=LOIC | ||
|data= | |data= | ||
Line 706: | Line 1,115: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Takes 165 Frames to charge | * Takes 165 Frames to charge | ||
* The | * The LOIC can be aimed with a free toggle while actionable. | ||
* The delay between using LOIC and the beam firing can be adjusted. | * Charge is drained upon calling LOIC. When the charge meter empties, the beam is active. | ||
* Getting hit before the beam fires cancels the move. | * The delay between using LOIC and the beam firing can be adjusted from 30f to 95f, slowing how quickly the charge drains. | ||
* You gain | * The longer the delay, the longer the LOIC beam is active. | ||
* Getting hit before the beam fires cancels the move, and all charge drained is not regained, requiring it to recharge again. | |||
* You gain armor if you're within 20 horizontal units of the fire effect of LOIC. | |||
* The LOIC beam leaves behind fire where it touches, having the same properties as FLAMETHROWER/BOOST fire. | |||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">SHUTDOWN</font>==== | ||
{{MoveData | |||
|image=LOIC-cancel.gif | |||
|hitbox= | |||
|input=[[File:Disable loic.png]] | |||
|caption=When LOIC doesn't work. | |||
|name=SHUTDOWN | |||
|data= | |||
{{AttackData-YH | |||
|damage= | |||
|startup=1 | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|guard= | |||
|firstactionable=13 | |||
|hitstun= | |||
|proration= | |||
|blockadvantage= | |||
|description= | |||
* Prematurely cancels LOIC before it can strike. | |||
* Does not use meter. | |||
* Charge lost before SHUTDOWN is not regained - it must be recharged. | |||
* Interruptible on the opponent's turn. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">LAUNCH</font>==== | |||
{{MoveData | {{MoveData | ||
| | |image2=YH_Robot_LaunchMissiles.gif | ||
|input= | |image3=YH_Robot_LaunchMissilesParticles.gif|caption3=The particles, apparently. | ||
|name= | |hitbox= | ||
|input= | |||
|caption2=A rocket. | |||
|name=LAUNCH | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=650(3x) | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 728: | Line 1,170: | ||
|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=15 | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage= | |||
|description= | |description= | ||
* | * Fires 3 missiles. Missiles come out slow and start gaining speed. | ||
* | * Missiles pierce all other projectiles. | ||
* Costs a meter and 25% of your fuel. | |||
* It exists. | |||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">Hustle</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Hustle.png | ||
|input=[[Image: | |hitbox=YH_Robot_HustleHB.png | ||
|name= | |input=[[Image:YH_Icon_Taunt.png]] | ||
|caption=Rebooting... | |||
|name=Hustle | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 750: | Line 1,197: | ||
|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=45 | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|description= | |description= | ||
* | * Builds 1 meter after holding for 45f. | ||
* Interruptible on the opponent's turn. | |||
* Continues your previous pose. | |||
* The only hustle that is Air OK. | |||
}} | }} | ||
}} | }} | ||
==Unused Sprites== | |||
* As of Update 1.9.0, Robot possesses two unused sprites: | |||
* An animation for a grenade throw, creatively named 'grenade' in the game files. Robot's REMOTE BOMB has replaced this. | |||
[[File:YH_Robot_Grenade.gif]] | |||
* An animation for a backhand slap. Named 'slap' in the game files. | |||
[[File:YH_Robot_Slap.gif]] | |||
==Trivia== | ==Trivia== | ||
* All attacks specific to Robot are romanized in ALL CAPS. | * All attacks specific to Robot are romanized in ALL CAPS. | ||
* Robot's KILL PROCESS is a reference to the fact they will kill you, this is best observed with 9 bars of super. | * Robot's KILL PROCESS is a reference to the fact they will kill you, this is best observed with 9 bars of super. | ||
* Robot is named "ivys-pc-518b04f2-7586-11ed-a1eb-0242ac120002" (https://discord.com/channels/1034428516919418880/1035687349465645157/1049729993359491172) | |||
==Navigation== | ==Navigation== | ||
Line 767: | Line 1,225: | ||
[[Category:YomiHustle]] | [[Category:YomiHustle]] | ||
[[Category:Robot]] |
Latest revision as of 16:41, 12 June 2024
Under Construction
|
Profile
Robot is a grappler character. Robot is a large threat with their plethora of threatening attacks and high damage, especially at close ranges.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Strengths | Weaknesses |
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Move List
Movement
STEP
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RETURN
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Super Dash
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Jump
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Super Jump
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Fly
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Dash
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Unique Mechanics
Dash
Armor
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Dash
(KILL PROCESS) Armor
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Dash
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Normal Attacks
KEYPUNCH
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CONCUSSIVE BLAST
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OPTICAL BEAM
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KICK USER
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PING
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EARTHQUAKE
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SPIN CYCLE
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SAW BLADE
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BOOT
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CRASH
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Grab
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Special Attacks
TRY-CATCH
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BOUNDS CHECK
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COMMAND: GRAB
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THUNDER CLAP
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FLAME THROWER
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CHAINSAW
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VACUUM
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DRIVE
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REMOTE BOMB
REMOTE BOMB
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OVERFLOW
Drive Mode Attacks
JUMPSTART
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DRIFT
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WHEELIE
Toggle Hitboxes Toggle Hitboxes
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CLUTCH
Toggle Hitboxes Toggle Hitboxes
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BOOST
Toggle Hitboxes Toggle Hitboxes
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Super Attacks
KILL PROCESS
Toggle Hitboxes Toggle Hitboxes
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LOIC
Toggle Hitboxes Toggle Hitboxes
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SHUTDOWN
LAUNCH
LAUNCH
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Hustle
Toggle Hitboxes Toggle Hitboxes
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Unused Sprites
- As of Update 1.9.0, Robot possesses two unused sprites:
- An animation for a grenade throw, creatively named 'grenade' in the game files. Robot's REMOTE BOMB has replaced this.
- An animation for a backhand slap. Named 'slap' in the game files.
Trivia
- All attacks specific to Robot are romanized in ALL CAPS.
- Robot's KILL PROCESS is a reference to the fact they will kill you, this is best observed with 9 bars of super.
- Robot is named "ivys-pc-518b04f2-7586-11ed-a1eb-0242ac120002" (https://discord.com/channels/1034428516919418880/1035687349465645157/1049729993359491172)