YomiHustle/Robot

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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
  • Tank: Robot takes 10% less damage and 20% less knockback from all sources.
  • 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).
  • 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, requiring him to close the distance to deal damage.

Move List

Movement

STEP

STEP
YH Icon Step.png
YH Robot Step1.png
YH Robot StepHB.png
The most iconic OSC in the game
The most iconic OSC in the game
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 9 5 8(15) - Low 2 +2
  • Basic movement option that doubles as an attack
  • Unparryable
  • Hitbox can be canceled on frame 8; activates on frame 9
    • 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)
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.
    • Returns to the start point of 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 18 5 17(22) - Low 1 -
  • 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
Its a bird, its a plane, Its a killing machine
Its a bird, its a plane, Its a killing machine
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 4 7 10 - High 0 +1
  • 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
  • Cannot hit aerial opponents.
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
Just slap this on any move and you just win. Yeah.
Just slap this on any move and you just win. Yeah.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -

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

  • 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.
  • 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'
    • Armor does not function against attacks with the Guard Break property
Toggle Hitboxes
Toggle Hitboxes

Dash

(KILL PROCESS) Armor
YH Robot Armor.png
YH Robot ArmorHB.png
You're as beautiful as the day I lost you
You're as beautiful as the day I lost you
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, rather than.
  • 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
Toggle Hitboxes
Toggle Hitboxes

Dash

SHOCKWAVE
YH Robot Shockwave.png
YH Robot ShockwaveHB.png
look out BELOOOOOW!
look out BELOOOOOW!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400-1300 - - - - Low 0 +2
  • When landing after jumping from a large height, grounded opponents will be hit almost anywhere on the screen.
  • Damage scales with velocity, ranged from 400 to 1300
  • Opponents at fullscreen sometimes will not get hit, despite the hitbox being created at their feet.
Toggle Hitboxes
Toggle Hitboxes

Normal Attacks

KEYPUNCH

KEYPUNCH
YH Icon Punch.png
YH Robot KeyPunch.png
YH Robot KeyPunchHB.png
Fist Bump!
Fist Bump!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
550 4 2 15 - High - +0
  • Robot's fastest move, tied with CRASH and Car Mode's FORWARD.
Toggle Hitboxes
Toggle Hitboxes

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 1 17 - High - +0

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
Grounded
Grounded
YH Robot OBeamAir.png
YH Robot OBeamAirHB.png
Aerial
Aerial
Standing Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 6 3 19 - High - +1

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

Aerial Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 6 3 19 - High - +1

Quick air to air button with good range and good range (albeit thin) hitbox

Toggle Hitboxes
Toggle Hitboxes

KICK USER

KICK USER
YH Robot Icon KICK USER grounded.png
YH Robot KickUser.png
YH Robot KickUserHB.png
Here's the kicker
Here's the kicker
Standing Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1050 9/11 5 22 - High -1 +2
  • Causes a HKD on hit.
  • Decreased Startup with Initiative (9f compared to 11f)
Aerial Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
980 9 9 12/13 25/26 - High - +2
  • 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 3 18 - High 1 +1
  • 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
Toggle Hitboxes
Toggle Hitboxes

EARTHQUAKE

EARTHQUAKE
YH Robot Icon EARTHQUAKE.png
YH Robot EQ.png
YH Robot EQ1HB.png
GET UP
GET UP
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400/750/800 7(8) 3 24 - Low 1/0/0 +2
  • 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.
Toggle Hitboxes
Toggle Hitboxes

SPIN CYCLE

SPIN CYCLE
YH Robot Icon SPIN CYCLE.png
YH Robot SpinCycle.png
YH Robot SpinCycleHB.png
Take 'em for a spin
Take 'em for a spin
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1300 (650,650) 7 4(3)4 20 - High 1 +0
  • 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.

Toggle Hitboxes
Toggle Hitboxes

SAW BLADE

SAW BLADE
YH Robot Icon SAW BLADE.png
YH Robot Sawblade.png
YH Robot SawbladeHB.png
Remember Path of Pain?
Remember Path of Pain?
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1950 (900+350*3) 8 1(1)1(1)1 27 - High - +3
  • 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

Toggle Hitboxes
Toggle Hitboxes

BOOT

BOOT
YH Robot Icon KICK USER aerial.png
YH Robot Boot.png
YH Robot BootHB.png
Here's the kicker 2: Electric Boogaloo
Here's the kicker 2: Electric Boogaloo
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 8 3 21 - High - +2
  • Causes a Groundbounce on hit

Great option for corner pressure and just a good general punish tool for its repeatability.

Toggle Hitboxes
Toggle Hitboxes

CRASH

CRASH
YH Robot Icon CRASH.png
YH Robot Crash.png
YH Robot CrashHB.png
butt slam
butt slam
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 4 Until Landing 8 - High - +1
  • 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.

Toggle Hitboxes
Toggle Hitboxes

Grab

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

Notably has a different throw trajectory compared to other grabs, slamming the poor sod into the ground.

Toggle Hitboxes
Toggle Hitboxes

Special Attacks

TRY-CATCH

TRY-CATCH
YH Robot Icon TRY-CATCH.png
YH Robot TryCatch.png
YH Robot TryCatchHB.png
RoyceDI Check
RoyceDI Check
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
Main: 2200 [700+700+700+100]; Back: 1600 7/9 2 27 - High - Grab
  • Cannot hit grounded targets.
  • 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 1-3 times post-release so long as your opponent has no DI direction or influence, leading to a hefty punish early on.

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, where it could be followed with step oki or earthquake's throw

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
1800 5 3 23 - Grab 0 Grab
  • 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.

Toggle Hitboxes
Toggle Hitboxes

COMMAND: GRAB

COMMAND: GRAB
YH Robot Icon COMMAND GRAB.png
YH Robot CommandGrab1.png
YH Robot CommandGrab1HB.png
Yonjūhachi no Hissatsu Waza, COMMAND: GRAB
Yonjūhachi no Hissatsu Waza, COMMAND: GRAB
YH Robot CommandGrab2.png
YH Robot CommandGrab2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2840 (1400+1440) 5(7) 4 32 - Grab - Grab
  • 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 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
clap those cheeks
clap those cheeks
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 13 3 25 - High - +3
  • 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.

Toggle Hitboxes
Toggle Hitboxes

FLAME THROWER

FLAMETHROWER
YH Robot Icon FLAME THROWER.png
YH Robot Flamethrower.png
YH Robot FlamethrowerHB.png
hold on, let them cook
hold on, let them cook
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
Hit: 500; Fire: 2300 Total 10 2 16 - High - +1
  • Sets a large section of the floor in front of Robot on fire, dealing damage over time.
  • 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.
Toggle Hitboxes
Toggle Hitboxes

CHAINSAW

CHAINSAW
YH Robot Icon CHAINSAW.png
YH Robot Chainsaw.png
YH Robot ChainsawHB.png
god I hate trees
god I hate trees
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 (240x5) 11 1(1)1(1)1(1)1(1)1 35 - High - +3
  • 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.

Toggle Hitboxes
Toggle Hitboxes

VACUUM

VACUUM
YH Robot Icon VACUUM.png
YH Robot Vacuum.png
YH Robot VacuumHB.png
Fuck you, no more neutral
Fuck you, no more neutral
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
650 11 3 25 - High - -2
  • Flings the opponent towards robot on hit.
  • 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.

Toggle Hitboxes
Toggle Hitboxes

DRIVE

DRIVE
YH Robot Icon DRIVE.png
YH Robot Drive1.png
YH Robot DriveHB.png
Transformers, roll out.
Transformers, roll out.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 9 - 9 - - - -
  • Transitions into Drive stance.
  • Can be interrupted when your opponent becomes actionable.
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
Explosion: 1200; Physical: 800 8 1 13 - - - +3/+1
  • 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.

Toggle Hitboxes
Toggle Hitboxes

Drive Mode Attacks

JUMPSTART

JUMPSTART
YH Robot Icon FLIP.png
YH Robot DriveFlip.png
YH Robot DriveFlipHB.png
Won't you fly high, free bird, yeah
Won't you fly high, free bird, yeah
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 4 18 22 - High - +2
  • Transitions out of DRIVE stance
  • 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.

Toggle Hitboxes
Toggle Hitboxes

DRIFT

DRIFT
YH Robot Icon DRIFT.png
YH Robot DriveDrift.png
YH Robot DriveDriftHB.png
insert phonk joke here
insert phonk joke here
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 6 8 20 - Low - +3
  • Transitions out of DRIVE stance
  • Projectile invulnerable
  • Causes a hard knockdown
  • Cannot hit aerial opponents
  • Flat velocity; your momentum does not affect movement distance.
Toggle Hitboxes
Toggle Hitboxes

WHEELIE

WHEELIE
YH Robot Icon WHEELIE.png
YH Robot DriveWheelie1.png
YH Robot DriveWheelie1HB.png
You expect me to go forward? nuh uh
You expect me to go forward? nuh uh
YH Robot DriveWheelie2.png
YH Robot DriveWheelie2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 7 10 - - High - +1
  • Moves towards opponent the same distance as FORWARD, but flipping allows for a sharp and sudden turn.
Toggle Hitboxes
Toggle Hitboxes

CLUTCH

CLUTCH
YH Icon Grab.png
YH Robot DriveClutch.png
YH Robot DriveClutchHB.png
You know what? Fuck you. *overrides your grab*
You know what? Fuck you. *overrides your grab*
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 6 - - - Grab - -
  • Transitions out of DRIVE stance
  • Grab invulnerable.

Good grab to punish people who overuse the basic grab, since it's grab invulnerable. Easily punished by using a quick jab.

Toggle Hitboxes
Toggle Hitboxes

BOOST

BOOST
YH Icon Boost.png
YH Robot DriveBoost1.png
YH Robot DriveBoost1HB.png
I don't care if you hit me, eat this rubber
I don't care if you hit me, eat this rubber
YH Robot DriveBoost2.png
YH Robot DriveBoost2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 5 12 - - High - +3
  • Level 1 Super, only available during DRIVE.
  • Similar to Wheelie, except with invul.
  • Flat velocity; your momentum does not affect movement distance.
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 - Grab
  • 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 - - - +1
  • Takes 165 Frames to charge
  • User can choose if LOIC targets the opponent or themselves.
  • The LOIC can be aimed with a free toggle while actionable.
  • The LOIC can be stopped by using SHUTDOWN.
  • The delay between using LOIC and the beam firing can be adjusted from 30f to 95f.
  • 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.
Toggle Hitboxes
Toggle Hitboxes

Hustle

Hustle
YH Icon Taunt.png
YH Robot Hustle.png
YH Robot HustleHB.png
Rebooting...
Rebooting...
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

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