ROBO OH/Controls

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Controls

ROBO OH has 2 buttons and 3 inputs. The two buttons are Light and heavy, and when pressed together they combine to form Overdrive. Every character has at least 3 special moves, each with an Overdrive variation, a throw, and a super. These buttons will be represented by different colors of fist. RO L.png will be light punch, RO H.png will be heavy, and RO OD.png will be Overdrive.

Movement

ROBO OH is a 2 button fighting game that uses a macro for a 3rd option. Your buttons are L and H, and they're combined into L+H when doing throws, Overdrive moves, and supers. You can jump by holding up, dash forward by tapping forward twice, and dash back by tapping backward twice.

It should also be noted that "down-back, down-forward, up-back, and up-forward" don't techincally exist in ROBO OH as the game only takes cardinal inputs. This doesn't mean those inputs aren't registered, there's just no meaningful reason to notate that way. This only comes up as an issue when notating a jump forward, which will be hence known in pages and combos as "Forward Jump."

+ 8.gif +
4.gif 6.gif
+ 2.gif +
 = 
+ 8 +
4 5 6
+ 2 +
 = 
n/a up n/a
back neutral forward
n/a down n/a

Universal Mechanics

Throws are a universal unblockable. Every character's throw does a different amount of damage and has a different size, but they all have the same frame data, starting up in 16 frames. Throws can be performed with a neutral, forward, or backward input with RO OD.png .

Dashes

Dashing takes 25 frames in a neutral state for every character. The difference is distance (measured in different speeds over the same amount of time). Dashing backward gives the dashing character 20 frames of invincibility with 5 frames of recovery. When activating Hyperdrive, the dashes' total frames are reduced to 15, leaving the 105 frames of juggle for the character to act. Dash data is listed on each characters' page under character data.

Supers

Supers are performed using a double quarter circle forward with the Overdrive button. ( 2.gif 6.gif 2.gif 6.gif RO OD.png ) No matter how much meter you have, all remaining meter is dumped into the Super and damage scales accordingly up to full meter, or 3 bars.