YomiHustle/Robot: Difference between revisions

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* Hitbox can be canceled on frame 8; activates on frame 11
* Hitbox can be canceled on frame 8; activates on frame 11
* Once set in melee, the stomp element is faster than "Grab" in neutral, effective as a feint or frame trap
* 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">RETURN</font>====
{{MoveData
|image=YH_Robot_Return.png
|hitbox=YH_Robot_ReturnHB.png
|input=[[Image:YH_Icon_Step.png]]|caption=
|caption=
|name=RETURN
|data=
{{AttackData-YH
|version=
|damage=
|startup=
|active=
|recovery=
|onhit=
|guard=Low
|firstactionable=8
|hitstun=
|description=
* A simple retreat after using STEP.
  }}
  }}
}}
}}
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* Unparryable.
* Unparryable.
* Once set in melee, the stomp element is faster than "Grab" in neutral, effective as a feint or frame trap
* 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">RETURN</font>====
{{MoveData
|image=YH_Robot_Return.png
|hitbox=YH_Robot_ReturnHB.png
|input=[[Image:YH_Icon_Step.png]]|caption=
|caption=
|name=RETURN
|data=
{{AttackData-YH
|version=
|damage=
|startup=
|active=
|recovery=
|onhit=
|guard=Low
|firstactionable=8
|hitstun=
|description=
* A simple retreat after using STEP.
  }}
  }}
}}
}}

Revision as of 19:13, 1 May 2023

Profile

Robot is a grappler character. Robot is a large threat with their fairly large normals and high damage, especially in command grab range.

Please enable Dark Mode in the top right corner in order to see the character sprites.

Strengths Weaknesses
  • 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.
  • Super Armor: Robot can add a charge of super armor to any attack or maneuver (recharges upon successful hit or when getting hit by your own LOIC/GALVANIZE).
  • Magnetic: Robot has multiple tools for forcing engagements.
  • Powerful okizeme: Since STEP is unparryable robot can put opponents through grueling OSCs.
  • Clumsy: Robot's basic movement options lack agility and require commitment.
  • Melee-oriented: Robot has no basic projectiles and limited zoning potential.

Move List

Movement

STEP

STEP
YH Icon Step.png
YH Robot Step1.png
YH Robot StepHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 9 11 8 - Low 0 -
  • Basic movement option that doubles as an attack
  • Unparryable
  • Hitbox can be canceled on frame 8; activates on frame 11
  • Once set in melee, the stomp element is faster than "Grab" in neutral, effective as a feint or frame trap
Toggle Hitboxes
Toggle Hitboxes

RETURN

RETURN
YH Icon Step.png
YH Robot Return.png
YH Robot ReturnHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8 - Low 0 -
  • A simple retreat after using STEP.
Toggle Hitboxes
Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Robot SuperDash.png
YH Robot StepHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 25 11 24 - Low 0 -
  • 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
Toggle Hitboxes
Toggle Hitboxes

Jump

Jump
YH Icon Jump.png
YH Robot Jump.png
YH Robot JumpHB.png
Forward Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • 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.
Toggle Hitboxes
Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Robot SuperJump.png
YH Robot SuperJumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
Toggle Hitboxes
Toggle Hitboxes

Flight

Flight
8 flying options.png
YH Robot Jump.png
YH Robot JumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Instead of jump, allows Robot to fly in 9 directions (all 8 Directions, as well as hover in place).
  • Can perform every air action normally available while in flight.
Toggle Hitboxes
Toggle Hitboxes

Dash

DRIVE Movement
YH Icon Dash.pngYH Icon DashBack.png
YH Robot DriveForward.png
YH Robot DriveForwardHB.png
FORWARD
FORWARD
YH Robot Drive1.png
YH Robot DriveHB.png
BACKWARD
BACKWARD
FORWARD Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 11 8-10 - High 0 -
  • Interruptible frame 8 on hit and frame 10 on whiff.
  • Fast and far-reaching movement tool with a small hitbox.
  • Projectile invulnerable
  • Hits OTG
BACKWARD Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 10 - - 0 -
  • Shorter travel distance compared to FORWARD
  • Fairly fast tool for backwards movement.
Toggle Hitboxes
Toggle Hitboxes

Unique Mechanics

Dash

Armor
YH Robot Armor.png
YH Robot ArmorHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Gives 1 hit of super armor to every action Robot can currently perform.
  • 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 or GALVANIZE to gain the charge back.
Toggle Hitboxes
Toggle Hitboxes

Dash

Shockwave
YH Robot Shockwave.png
YH Robot ShockwaveHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
140 - - - - Low 0 -
  • When landing after jumping from a large height, grounded opponents will be hit almost anywhere on the screen.
  • Opponents at fullscreen sometimes will not get hit, despite the hitbox being created at their feet.
Toggle Hitboxes
Toggle Hitboxes

Normal Attacks

CONCUSSIVE BLAST

CONCUSSIVE BLAST
YH Robot Icon CONCUSSIVE BLAST.png
YH Robot CBlast.png
YH Robot CBlastHB.png
Tome Slap at home:
Tome Slap at home:
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 8 13 - High - -

Jab-like attack, however slower than most other jab-type moves.

  • Cannot hit-cancel into itself
Toggle Hitboxes
Toggle Hitboxes

OPTICAL BEAM

OPTICAL BEAM
YH Robot Icon OPTICAL BEAM.png
YH Robot OBeam.png
YH Robot OBeamHB.png
Aerial
Aerial
YH Robot OBeamAir.png
YH Robot OBeamAirHB.png
Standing Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 6 7 10 - High - -

Quick anti-air attack that can combo into TRY-CATCH on hit.

Aerial Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
510 6 7 - - High - -
Toggle Hitboxes
Toggle Hitboxes

KICK USER

KICK USER
YH Robot Icon KICK USER grounded.png
YH Robot KickUser.png
YH Robot KickUserHB.png
Standing Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1050 9/11 17 13 - High - -
  • Causes a HKD.
  • Faster with initiative
Aerial Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
980 9 9 12/13 25/26 - High - -
  • 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

Toggle Hitboxes
Toggle Hitboxes

PING

PING
YH Robot Icon PING.png
YH Robot Ping.png
YH Robot PingHB.png
Shake my hand!
Shake my hand!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
950 6 9 24 - High - -
  • Does not hitcancel
  • Causes a wallsplat
Toggle Hitboxes
Toggle Hitboxes

EARTHQUAKE

EARTHQUAKE
YH Robot Icon EARTHQUAKE.png
YH Robot Earthquake.png
YH Robot EarthquakeHB.png
YH Robot Earthquake.png
YH Robot Earthquake2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400-600 6 7 26 - Low - -
  • Can hit opponent OTG.
Toggle Hitboxes
Toggle Hitboxes

SPIN CYCLE

SPIN CYCLE
YH Robot Icon SPIN CYCLE.png
YH Robot SpinCycle.png
YH Robot SpinCycleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1230 (650,580) 5/11 4/4 30 - High - -

Two-hit normal that is Robot's fastest move. The second hit begins 3 frames after the first ends, however it lasts for the same amount of time.

Toggle Hitboxes
Toggle Hitboxes

SAW BLADE

SAW BLADE
YH Robot Icon SAW BLADE.png
YH Robot Sawblade.png
YH Robot SawbladeHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2190 (770,530,470,420) 8 22 12 - High - -
Toggle Hitboxes
Toggle Hitboxes

BOOT

BOOT
YH Robot Icon KICK USER aerial.png
YH Robot Boot.png
YH Robot BootHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
640 8 7 - - High - -
Toggle Hitboxes
Toggle Hitboxes

CRASH

CRASH
YH Robot Icon CRASH.png
YH Robot Crash.png
YH Robot CrashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
460 4 - 8 - High - -
  • Sends the robot plummeting to the ground

Hitbox is active until Robot hits the ground.

Toggle Hitboxes
Toggle Hitboxes

Grab

Grab
YH Icon Grab.png
YH Robot Grab2.png
YH Robot Grab1HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1700 3 3 12 - Grab - -
  • Universal throw

Notably has a different throw trajectory compared to other grabs, slamming the poor sod into the ground and bouncing them up into the air rather than forcing a knockdown.

Toggle Hitboxes
Toggle Hitboxes

Special Attacks

TRY-CATCH

TRY-CATCH
YH Robot Icon TRY-CATCH.png
YH Robot TryCatch.png
YH Robot TryCatchHB.png
KILL PROCESS for cowards
KILL PROCESS for cowards
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2110 [700/700/630/80] 7/9 5 60 - High 0/0/0/0 -
  • Cannot hit grounded targets
  • Faster with initiative.

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.

Toggle Hitboxes
Toggle Hitboxes

BOUNDS CHECK

BOUNDS CHECK
YH Robot Icon BOUNDS CHECK.png
YH Robot BoundsCheck.png
YH Robot BoundsCheckHB.png
KAKAROT!
KAKAROT!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1700 5 3 24 - Grab 0 -
  • Grab invulnerable.
  • 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.
Toggle Hitboxes
Toggle Hitboxes

COMMAND: GRAB

COMMAND: GRAB
YH Robot Icon COMMAND GRAB.png
YH Robot CommandGrab1.png
YH Robot CommandGrab1HB.png
YH Robot CommandGrab2.png
YH Robot CommandGrab2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2980 5 4 57 - Grab - -

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 have magnetize running or you're up against a corner, but the damage makes up for this.

Toggle Hitboxes
Toggle Hitboxes

THUNDER CLAP

THUNDER CLAP
YH Robot Icon THUNDER CLAP.png
YH Robot TClap.png
YH Robot TClapHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 13 3 25 - High - -
  • Airborne frame 3

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.

Toggle Hitboxes
Toggle Hitboxes

FLAME THROWER

FLAMETHROWER
YH Robot Icon FLAME THROWER.png
YH Robot Flamethrower.png
YH Robot FlamethrowerHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
18 10 2 - - High - -
  • Unparryable.
  • Deals 18 damage per frame while inside of the AOE.
Toggle Hitboxes
Toggle Hitboxes

CHAINSAW

CHAINSAW
YH Robot Icon CHAINSAW.png
YH Robot Chainsaw.png
YH Robot ChainsawHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
550x5 11 1x5 35 - High -2 -
  • The start and end positions can be angled.
  • As of 1.4.8, the -2 proration isn't applied.

Extremely useful in combos, does an insane amount of 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. Mind the DI scaling.

Toggle Hitboxes
Toggle Hitboxes

VACUUM

VACUUM
YH Robot Icon VACUUM.png
YH Robot Vacuum.png
YH Robot VacuumHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
650 11 3 25 - High - -
  • Pulls in 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 instant cancel.

Toggle Hitboxes
Toggle Hitboxes

DRIVE

DRIVE
YH Robot Icon DRIVE.png
YH Robot Drive1.png
YH Robot DriveHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 9 - 9 - - - -
  • Transitions into Drive stance.
Toggle Hitboxes
Toggle Hitboxes

REMOTE BOMB

REMOTE BOMB
YH Robot RBomb1.png
YH Robot RBomb1HB.png
Hot potato!
Hot potato!
YH Robot RBomb2.png
YH Robot RBomb2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 8 10 13 - - - -
  • Explosion is active for 10 Frames
Toggle Hitboxes
Toggle Hitboxes

Drive Mode Attacks

FLIP

FLIP
YH Robot Icon FLIP.png
YH Robot DriveFlip.png
YH Robot DriveFlipHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4 18 22 - High - -
  • Transitions out of DRIVE stance
  • Airborne frame one
  • Cannot be flipped, momentum decides which direction it goes

Used to call out jump or get out of a bad situation quickly.

Toggle Hitboxes
Toggle Hitboxes

DRIFT

DRIFT
YH Robot Icon DRIFT.png
YH Robot DriveDrift.png
YH Robot DriveDriftHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 6 8 20 - Low - -
  • Transitions out of DRIVE stance
Toggle Hitboxes
Toggle Hitboxes

WHEELIE

WHEELIE
YH Robot Icon WHEELIE.png
YH Robot DriveWheelie1.png
YH Robot DriveWheelie1HB.png
YH Robot DriveWheelie2.png
YH Robot DriveWheelie2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 7 10 - - High - -
  • Moves towards opponent the same distance as FORWARD
Toggle Hitboxes
Toggle Hitboxes

CLUTCH

CLUTCH
YH Icon Grab.png
YH Robot DriveClutch.png
YH Robot DriveClutchHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 4 - - - Grab - -
  • Transitions out of DRIVE stance
  • Grab invulnerable.
Toggle Hitboxes
Toggle Hitboxes

BOOST

BOOST
YH Icon Boost.png
YH Robot DriveBoost1.png
YH Robot DriveBoost1HB.png
YH Robot DriveBoost2.png
YH Robot DriveBoost2HB.png
YH Robot DriveBoost2.png
YH Robot DriveBoost3HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - High - -
  • Level 1 Super, only available during DRIVE.
  • Similar to Wheelie, except with invul.
Toggle Hitboxes
Toggle Hitboxes

Super Attacks

KILL PROCESS

KILL PROCESS
YH Robot Icon KILL PROCESS.png
YH Robot KillProcess.png
YH Robot KillProcessHB.png
Heavenly...! Potemkin...! BUSTAAAAAAAAHHHHHH!
Heavenly...! Potemkin...! BUSTAAAAAAAAHHHHHH!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2550(~1080) - 170000(~3950) 6 - - - Throw - -
  • 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 increased damage with more meter. A raw KILL PROCESS with 9 levels will instantly kill the opponent at full health.
Toggle Hitboxes
Toggle Hitboxes

LOIC

LOIC
YH Robot Icon LOIC.png
YH Robot Loic.png
YH Robot LoicHB.png
How does the laser shoot through the ceiling?
How does the laser shoot through the ceiling?
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2120 - - 13 - - - -
  • Takes 165 Frames to charge
  • The targeting reticle tracks the opponent, but can miss if the opponent moves fast enough.
  • The delay between using LOIC and the beam firing can be adjusted.
  • Getting hit before the beam fires cancels the move.
  • You gain an armor stack if you're within 20 horizontal units of the fire effect of LOIC or GALVANIZE.
Toggle Hitboxes
Toggle Hitboxes

GALVANIZE

GALVANIZE
YH Robot Icon GALVANIZE.png
YH Robot Galvanize.png
YH Robot GalvanizeHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2120 - - 13 - - - -
  • LOIC properties apply to this move as well.
  • Tracks the user instead of the opponent.
Toggle Hitboxes
Toggle Hitboxes

MAGNETIZE

MAGNETIZE
YH Robot Icon MAGNETIZE.png
YH Robot Magnetize.png
YH Robot MagnetizeHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 1 - 9 - - - -
  • Lasts for 110 frames after activation
  • Drags the opponent towards them
  • Nullifies momentum
Toggle Hitboxes
Toggle Hitboxes

Hustle

Hustle
YH Icon Taunt.png
YH Robot Hustle.png
YH Robot HustleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 1 - 45 - - - -
  • Builds 1 meter after holding for 45f.
  • Interruptible on the opponent's turn.
  • Continues your previous pose.
Toggle Hitboxes
Toggle Hitboxes

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.

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