YomiHustle/Robot: Difference between revisions
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|pros= | |pros= | ||
*'''Tank''': Robot takes | *'''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 | *'''Powerful okizeme''': Since STEP is unparryable, Robot can put opponents through grueling OSCs. | ||
|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. | |||
}} | }} | ||
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====<font style="visibility:hidden; float:right">STEP</font>==== | ====<font style="visibility:hidden; float:right">STEP</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Step.gif | ||
|hitbox=YH_Robot_StepHB.png | |hitbox=YH_Robot_StepHB.png | ||
|input=[[Image:YH_Icon_Step.png]] | |input=[[Image:YH_Icon_Step.png]] | ||
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|image=YH_Robot_Return.png | |image=YH_Robot_Return.png | ||
|hitbox=YH_Robot_ReturnHB.png | |hitbox=YH_Robot_ReturnHB.png | ||
|input=[[Image:YH_Icon_Step.png]] | |input=[[Image:YH_Icon_Step.png]] | ||
|caption= | |caption= | ||
|name=RETURN | |name=RETURN | ||
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}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">Fly</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Robot_Jump.png | |image=YH_Robot_Jump.png | ||
|hitbox=YH_Robot_JumpHB.png|caption= | |hitbox=YH_Robot_JumpHB.png | ||
|caption=Its a bird, its a plane, Its a killing machine | |||
|input=[[image:8_flying_options.png]] | |input=[[image:8_flying_options.png]] | ||
|name=Flight | |name=Flight | ||
Line 168: | Line 170: | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Instead of jump, allows Robot to fly in 9 directions (all 8 Directions, as well as hover in place). | * 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=YH_Robot_DriveForward.png|caption=FORWARD | |image=YH_Robot_DriveForward.png | ||
|caption=FORWARD | |||
|hitbox=YH_Robot_DriveForwardHB.png | |hitbox=YH_Robot_DriveForwardHB.png | ||
|image2=YH_Robot_Drive1.png|caption2=BACKWARD | |image2=YH_Robot_Drive1.png | ||
|caption2=BACKWARD | |||
|hitbox2=YH_Robot_DriveHB.png | |hitbox2=YH_Robot_DriveHB.png | ||
|input=[[Image:YH_Icon_Dash.png]][[Image:YH_Icon_DashBack.png]] | |input=[[Image:YH_Icon_Dash.png]][[Image:YH_Icon_DashBack.png]] | ||
|name=DRIVE Movement | |name=DRIVE Movement | ||
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A Toggle Switch that grants nearly every button Robot can perform an additional defensive benefit | A Toggle Switch that grants nearly every button Robot can perform an additional defensive benefit | ||
Often Referred to as 'Autoguard', but referred to as Armor ingame | 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 | * 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) | * 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' | * 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 | ** Armor does not function against attacks with the Guard Break property | ||
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|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Gives 1 hit of Super Armor to '''every''' action Robot can currently perform | * 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 | * 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) | * 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) | ||
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====<font style="visibility:hidden; float:right">Dash</font>==== | ====<font style="visibility:hidden; float:right">Dash</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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= | ||
|name= | |input=[[File:Ground pound indicator.png]] | ||
|name=Ground Pound | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=225-550 | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|firstactionable= | |firstactionable= | ||
|hitstun=18 | |hitstun=18 | ||
|blockadvantage=+ | |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>==== | ||
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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 | ||
|hitbox=YH_Robot_OBeamHB.png | |hitbox=YH_Robot_OBeamHB.png | ||
|image2= | |image2=YH_Robot_OpticalBeamAir.gif|caption2=Aerial | ||
|hitbox2=YH_Robot_OBeamAirHB.png | |hitbox2=YH_Robot_OBeamAirHB.png | ||
|input=[[Image:YH_Robot_Icon_OPTICAL_BEAM.png]] | |input=[[Image:YH_Robot_Icon_OPTICAL_BEAM.png]] | ||
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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 | |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 | |caption=Here's the kicker | ||
|name=KICK USER | |name=KICK USER | ||
|data= | |data= | ||
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====<font style="visibility:hidden; float:right">PING</font>==== | ====<font style="visibility:hidden; float:right">PING</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_PingA.gif | ||
|hitbox=YH_Robot_PingHB.png | |hitbox=YH_Robot_PingHB.png | ||
|input=[[Image:YH_Robot_Icon_PING.png]] | |input=[[Image:YH_Robot_Icon_PING.png]] | ||
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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 | |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= | |caption=GET UP | ||
|name=EARTHQUAKE | |name=EARTHQUAKE | ||
|data= | |data= | ||
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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 | |caption=Take 'em for a spin | ||
|hitbox=YH_Robot_SpinCycleHB.png | |hitbox=YH_Robot_SpinCycleHB.png | ||
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{{AttackData-YH | {{AttackData-YH | ||
|damage=1300 (650,650) | |damage=1300 (650,650) | ||
|startup= | |startup=7 | ||
|active=4(3)4 | |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= | |blockadvantage=+0 | ||
|description= | |description= | ||
* Not hit-cancellable | * 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. | |||
The second hit begins 3 frames after the first ends, however it lasts for the same amount of time. | |||
}} | }} | ||
}} | }} | ||
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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? | |caption=Remember Path of Pain? | ||
|hitbox=YH_Robot_SawbladeHB.png | |hitbox=YH_Robot_SawbladeHB.png | ||
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====<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 | |hitbox=YH_Robot_BootHB.png | ||
|input=[[Image:YH_Robot_Icon_KICK_USER_aerial.png]] | |input=[[Image:YH_Robot_Icon_KICK_USER_aerial.png]] | ||
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|description= | |description= | ||
* Causes a Groundbounce on hit | * 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. | |||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+1 | |blockadvantage=+1 | ||
|description= | |description= | ||
* Sends robot plummeting to the ground at speeds. | * Sends robot plummeting to the ground at high speeds. | ||
* Has 10 frames of Recovery after landing. | * Has 10 frames of Recovery after landing. | ||
Good method of suddenly forcing | Good method of suddenly forcing Shockwave, additionally forces the damage to it's maximum value. | ||
}} | }} | ||
}} | }} | ||
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====<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 | |hitbox=YH_Robot_Grab1HB.png | ||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
|caption=the | |caption=they never expect the normal grab on Robot | ||
|name=Throw | |name=Throw | ||
|data= | |data= | ||
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|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=Grab | |blockadvantage=Grab | ||
|description= | |description= | ||
* Universal Throw | * Universal Throw | ||
Notably has a different throw trajectory compared to other grabs, slamming the poor sod into the ground | Notably has a different throw trajectory compared to other grabs, slamming the poor sod into the ground. | ||
}} | }} | ||
}} | }} | ||
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====<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 | ||
|hitbox=YH_Robot_TryCatchHB.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]] | |input=[[Image:YH_Robot_Icon_TRY-CATCH.png]] | ||
|name=TRY-CATCH | |name=TRY-CATCH | ||
|data= | |data= | ||
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|hitstun=14 | |hitstun=14 | ||
|proration= | |proration= | ||
|blockadvantage=Grab | |blockadvantage=Grab | ||
|description= | |description= | ||
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* Decreased Startup with Initiative (7f compared to 9f) | * 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 | * 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. | 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. | |||
Back is great for slamming the opponent back into the corner, where it could be followed with | |||
}} | }} | ||
}} | }} | ||
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====<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 | ||
|hitbox=YH_Robot_BoundsCheckHB.png | |hitbox=YH_Robot_BoundsCheckHB.png | ||
|image2=YH_Robot_BoundsCheckToss.gif | |||
|caption2=KAKAROT! | |||
|input=[[Image:YH_Robot_Icon_BOUNDS_CHECK.png]] | |input=[[Image:YH_Robot_Icon_BOUNDS_CHECK.png]] | ||
|name=BOUNDS CHECK | |name=BOUNDS CHECK | ||
|data= | |data= | ||
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* Both versions cause a wallsplat | * Both versions cause a wallsplat | ||
* Grounded BOUNDS CHECK cannot grab aerial opponents, and vice versa. | * 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. | |||
}} | }} | ||
}} | }} | ||
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====<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 | |hitbox=YH_Robot_CommandGrab1HB.png | ||
|image2= | |image2=YH_Robot_CommandGrabHit.gif | ||
|hitbox2=YH_Robot_CommandGrab2HB.png | |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= | ||
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* Cannot grab aerial opponents | * 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 makes up for this. | 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. | ||
}} | }} | ||
}} | }} | ||
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====<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 | |hitbox=YH_Robot_TClapHB.png | ||
|input=[[Image:YH_Robot_Icon_THUNDER_CLAP.png]] | |input=[[Image:YH_Robot_Icon_THUNDER_CLAP.png]] | ||
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* Resets all momentum, letting you dodge seemingly impossible things. | * 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. | |||
}} | }} | ||
}} | }} | ||
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====<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 | |hitbox=YH_Robot_FlamethrowerHB.png | ||
|input=[[Image:YH_Robot_Icon_FLAME_THROWER.png]] | |input=[[Image:YH_Robot_Icon_FLAME_THROWER.png]] | ||
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* Flaming Ground lasts for 115f. | * 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: | FIRE: | ||
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====<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 | |hitbox=YH_Robot_ChainsawHB.png | ||
|caption= | |caption=god I hate trees | ||
|input=[[Image:YH_Robot_Icon_CHAINSAW.png]] | |input=[[Image:YH_Robot_Icon_CHAINSAW.png]] | ||
|name=CHAINSAW | |name=CHAINSAW | ||
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* The start and end positions can be angled omnidirectionally. | * The start and end positions can be angled omnidirectionally. | ||
* 1f gaps between each hit | * 1f gaps between each hit | ||
* '''+ | * '''+3 On Block''' | ||
Extremely useful in combos, does great damage and is very difficult to DI out of. | Extremely useful in combos, does great damage and is very difficult to DI out of. | ||
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====<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 | |hitbox=YH_Robot_VacuumHB.png | ||
|input=[[Image:YH_Robot_Icon_VACUUM.png]] | |input=[[Image:YH_Robot_Icon_VACUUM.png]] | ||
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Incredibly annoying to deal with, calls out most setup options within its range. | 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. | Also quite useful in combos since it counters DI away and the hitstun is easily followed up on with an Inst. Cancel. | ||
}} | }} | ||
}} | }} | ||
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====<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 | |hitbox=YH_Robot_DriveHB.png | ||
|input=[[Image:YH_Robot_Icon_DRIVE.png]] | |input=[[Image:YH_Robot_Icon_DRIVE.png]] | ||
Line 838: | Line 872: | ||
|image=YH_Robot_RBomb1.png | |image=YH_Robot_RBomb1.png | ||
|hitbox=YH_Robot_RBomb1HB.png | |hitbox=YH_Robot_RBomb1HB.png | ||
|image2= | |image2=YH_Robot_RBombBoom.gif | ||
|hitbox2=YH_Robot_RBomb2HB.png | |hitbox2=YH_Robot_RBomb2HB.png | ||
|input= | |input= | ||
Line 869: | Line 903: | ||
I'd suggest looking into the Robot Discord (available in the Links section of homepage) to find all the intricacies. | 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 874: | 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=YH_Robot_DriveFlip.png | |image=YH_Robot_DriveFlip.png | ||
|hitbox=YH_Robot_DriveFlipHB.png | |hitbox=YH_Robot_DriveFlipHB.png | ||
|input=[[Image:YH_Robot_Icon_FLIP.png]] | |input=[[Image:YH_Robot_Icon_FLIP.png]] | ||
|caption=you | |caption=Won't you fly high, free bird, yeah | ||
|name= | |name=JUMPSTART | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 904: | 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 | |hitbox=YH_Robot_DriveDriftHB.png | ||
|input=[[Image:YH_Robot_Icon_DRIFT.png]] | |input=[[Image:YH_Robot_Icon_DRIFT.png]] | ||
Line 932: | 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 | |hitbox=YH_Robot_DriveWheelie1HB.png | ||
|hitbox2=YH_Robot_DriveWheelie2HB.png | |hitbox2=YH_Robot_DriveWheelie2HB.png | ||
|input=[[Image:YH_Robot_Icon_WHEELIE.png]] | |input=[[Image:YH_Robot_Icon_WHEELIE.png]] | ||
Line 958: | 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 | |hitbox=YH_Robot_DriveClutchHB.png | ||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
Line 966: | Line 1,023: | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=1200 | |damage=1200 | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 977: | 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. | |||
}} | }} | ||
}} | }} | ||
Line 982: | Line 1,040: | ||
====<font style="visibility:hidden; float:right">BOOST</font>==== | ====<font style="visibility:hidden; float:right">BOOST</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Robot_Wheelie.gif | ||
|hitbox=YH_Robot_DriveBoost1HB.png | |hitbox=YH_Robot_DriveBoost1HB.png | ||
|hitbox2=YH_Robot_DriveBoost2HB.png | |hitbox2=YH_Robot_DriveBoost2HB.png | ||
|input=[[Image:YH_Icon_Boost.png]] | |input=[[Image:YH_Icon_Boost.png]] | ||
Line 1,004: | Line 1,061: | ||
* Level 1 Super, only available during DRIVE. | * Level 1 Super, only available during DRIVE. | ||
* Similar to Wheelie, except with invul. | * 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. | * Flat velocity; your momentum does not affect movement distance. | ||
}} | }} | ||
Line 1,012: | 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 | |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 | ||
|data= | |data= | ||
Line 1,038: | Line 1,097: | ||
====<font style="visibility:hidden; float:right">LOIC</font>==== | ====<font style="visibility:hidden; float:right">LOIC</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Robot_Loic.png | |image=YH_Robot_LoicCall.gif | ||
|image2=YH_Robot_Loic.png|caption2=How does the laser shoot through the ceiling | |||
|hitbox=YH_Robot_LoicHB.png | |hitbox=YH_Robot_LoicHB.png | ||
|input=[[Image:YH_Robot_Icon_LOIC.png]] | |input=[[Image:YH_Robot_Icon_LOIC.png]] | ||
? | |||
|name=LOIC | |name=LOIC | ||
|data= | |data= | ||
Line 1,057: | Line 1,118: | ||
|description= | |description= | ||
* Takes 165 Frames to charge | * Takes 165 Frames to charge | ||
* | * The LOIC can be aimed with a free toggle while actionable. | ||
* | * Charge is drained upon calling LOIC. When the charge meter empties, the beam is active. | ||
* The delay between using LOIC and the beam firing can be adjusted from 30f to 95f. | * The delay between using LOIC and the beam firing can be adjusted from 30f to 95f, slowing how quickly the charge drains. | ||
* Getting hit before the beam fires cancels the move. | * The longer the delay, the longer the LOIC beam is active. | ||
* You gain | * 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">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 | |||
|image2=YH_Robot_LaunchMissiles.gif | |||
|image3=YH_Robot_LaunchMissilesParticles.gif|caption3=The particles, apparently. | |||
|hitbox= | |||
|input= | |||
|caption2=A rocket. | |||
|name=LAUNCH | |||
|data= | |||
{{AttackData-YH | |||
|damage=650(3x) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|guard= | |||
|firstactionable=15 | |||
|hitstun= | |||
|proration= | |||
|blockadvantage= | |||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 1,087: | Line 1,204: | ||
* Interruptible on the opponent's turn. | * Interruptible on the opponent's turn. | ||
* Continues your previous pose. | * 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== |
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
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CLUTCH
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BOOST
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Super Attacks
KILL PROCESS
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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)