GGXXAC+R: Robo-Ky Beginner Combos (Read the pin for combo commentary)

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  • เผยแพร่เมื่อ 27 ส.ค. 2024
  • The first things you should learn when you pick this character. Check the wiki for help understanding the character and the game: dustloop.com/wi...

ความคิดเห็น • 45

  • @masterhacket213
    @masterhacket213  3 ปีที่แล้ว +55

    Some tips regarding the combos.
    0:00 - 0:03
    2k - 2s - 2d
    2k is your main way of moving while attacking. At max range it normally won't combo into 2s against most characters, due to 2s short range, keep an eye on that. Also you should ONLY cancel into 2d (the mat) if you confirm that 2s hit them, on block the opponent has plenty of time to punish you if you went for 2d. 2s itself is also very negative on block, so if you didn't get punished for it, you are better off blocking instead of pressing buttons.
    0:04 - 0:08
    5k - c.s - 6p - 2d
    Since 5k is self chainable, you can go for as many 5k as you want before continuing the combo, just make sure that you are not out of range for the rest. 6p first hit always causes a hard knockdown. You don't get much time to stay on mat compared to the following combo, since it isn't a cancel, but 6p gives you plenty of space to deal with dangerous close distance characters, like Potemkin. Beware that 6p also raises your heat, so if you are already at high heat, don't go for 6p, you have other options.
    0:09 - 0:13
    5k - c.s - 2s - 2d
    You need to be closer for 2s compared to 6p, but this nets you a closer kd with more mat time, 2s also doesn't raise your heat level (unless you are already at high heat).
    0:14 - 0:19
    5d - tap 8 - j.d (few hits) - tap 8 again - j.d - j.623h
    Basic dust combo, works on most of the cast. You need to tap 8 (up) to cancel the hits into the dust homing jump, to repeat it. The j.623h at the end isn't necessary, with level 2 or 3 you are better off ending the combo with an air missile to knock them farther from you.
    0:20 - 0:26
    Throw > 2d
    Your best meterless option after a throw, should still give you enough time to get a bazooka oki, but even without it you have options to mix your opponent. The 2p after mat is just an example on how you can still pressure them while gaining meter on top of mat.
    0:27 - 0:37
    63214k - 236236s - mash s - 236s for the ender - c.s - 6p
    Basically your only conversion out of a full command throw. The cmd throw drains about 25% of the maximum tension bar if the opponent has enough meter to be drained, if not, the cmd throw will empty their meter and end earlier, dealing less hits. Less hits allow for more conversions out of the cmd throw, but that is a little more advanced.
    The punch super must be done as soon as possible, or else it will hit as otg, not only messing the damage but the kd as well. Punch super out of cmd throw can hit the entire cast without otg, it may just be a little harder for the heavier characters. The punch super will net you a forced wallbounce if you do it when your heat level enters the last block, otherwise it just knocks them away. the follow ups you get from this wallbounce differ from character to character, but the one used usually works.
    0:38 - 0:49
    63214k while on top of mat > 236236s - mash s - 236s for the ender - f.s
    The mat amplifies all the meter gained while also passively giving you meter. It also gives a smaller amount of total tension to your opponent, so don't let them stay on top of it either. But that also allows you to do a full cmd throw on them even if they have no meter. the f.s at the end is just a misinput, but it still nets a kd.
    0:50 - 0:55
    5k > c.s > 214s (level 3 horse) - 5h frc > run c.s > j.s > jc j.s > j.h
    this is just to show a little of the combo potential out of the 5h frc, it's a powerful launcher for airborne characters with a good amount of untech time.
    0:56 - 1:01
    j.s > 236236s (few hits) - 236s ender
    Sometimes you can get a stray hit like this, but you won't be able to convert it with anything other than punch super, learn to confirm it, punch super is absurdly fast, it's easier than it looks.
    1:02 - 1:07
    j.s - f.s - 236236s (no hits) - 236s ender
    Like I said above, punch super is absurdly fast, so much that you can whiff the first hit and still combo into the ender from f.s. Useful for those f.s stray hits, if you have the meter.
    1:08 - 1:13
    5k - 5k - 623h (level 3 dp)
    Just to show a simple confirm into dp super, useful if you want to kill and they have burst, since burst is disabled during super moves. Also dp super does way more damage than punch super, with way less hits, so it builds less burst gauge for the opponent. Also T-pose.
    1:14 - 1:19
    5p - 6h - run 5p - 6h - run 5p - 6h - 6p - 2d
    Getting hot now! This is a simple and meterless high heat combo, most players won't be able to mash out of this stagger before you continue it. It gives you great corner carry, hard kd AND lowers your heat level.
    High heat/80 heat increases the HITstun and damage of all your moves, allowing new combo routes that normally are impossible, it also changes the properties of certain moves. 6h does more damage and staggers, 2s gains a second hit that is safer on block AND launches on hit. 2h comes back if it doesn't hit anyone on the way up
    1:20 - 1:26
    5p - 6h - run 63214k (cmd throw)
    staggers (or slips if you stick with the game terminology) are a special state that allows you to combo into throws/command throws. That's why it's possible to combo into 63214k in this case. You can do more repetitions before going for the cmd throw, but the pushback will probably allow the opponent to mash out of it before you get the cmd throw. It's still a powerful option because it becomes a mix up by itself: "Is he going to cmd throw me or go for a high/low?"
    1:27 - 1:33
    5k - c.s > 2s > j.s > jc j.s > j.236s (lvl2/3 missile)
    Here's the high heat laser eyes, with a launcher to boot! 2s raises a little of your heat gauge and so do missiles, watch out for that. Please, don't get carried away and do a j.h while at high heat, you will blow yourself up.
    1:34 - 1:42
    214s (lvl 3 horse) - 236236s - mash s - 236s ender
    Same as any punch super combo. This is to show how the level 3 horse allows for juggles like the 5h frc or punch super. Good to keep in mind if you get a stray hit lvl 3 horse. Remember that only the lvl 3 horse is a launcher, lvl 2 and lvl 1 are not.
    1:43 - 1:55
    5k - c.s - 214s (lvl 3 horse) - 236236s - mash s - 236s ender
    Last one. This will be your main launcher and combo starter when you have lots of meter. If you aren't familiar with 5h frc yet, this is your best combo route.

    • @kell9629
      @kell9629 ปีที่แล้ว

      Useful thing I've found for 5D 8 j.D 8 j.D j.623H is you can cram in a ground 236S if you're lv.3 (maybe lv.2 but I usually do it on lv.3)

    • @masterhacket213
      @masterhacket213  ปีที่แล้ว

      @@kell9629 but this dust combo doesn't cause an untechable knockdown...

    • @kell9629
      @kell9629 ปีที่แล้ว

      @@masterhacket213 Wait yeah. Well I mostly used that against my friend and he is new to fighters and im new to +R so he probably doesnt tech

  • @stuff2959
    @stuff2959 3 ปีที่แล้ว +119

    Nice thumbnail

  • @masterhacket213
    @masterhacket213  3 ปีที่แล้ว +54

    When I first made this, I didn't expect it to go over 100 views. Now we are almost at 5k, glorious. Thanks for the support and I hope you all enjoy the character like I do!
    Edit: 10k my dudes! You are awesome! I hope it reaches everyone that's interested on the character :)

    • @Tewfurt
      @Tewfurt 3 ปีที่แล้ว

      What should I do when Robo Ky turns red.

    • @adexandr
      @adexandr 9 หลายเดือนก่อน +1

      @@Tewfurt 6hs

  • @randomvitor340
    @randomvitor340 3 ปีที่แล้ว +34

    Hey man, I main Slayer but I find Robo so much fun to play, now that im starting to undestand the character, this is very helpfull. Thank you.

    • @masterhacket213
      @masterhacket213  3 ปีที่แล้ว +7

      I'm glad to help! ^_^

    • @spacenaves
      @spacenaves 5 หลายเดือนก่อน +2

      beware the Robo pipeline. Used to be a proud Venom main myself

  • @rotgod
    @rotgod ปีที่แล้ว +2

    This is probably my first fighting game I've ever played other than Melty Blood AA, and I'm just trying Robo Ky. Thank you for this video, these are the perfect things to learn.

  • @kvotheosem-sangue
    @kvotheosem-sangue 3 ปีที่แล้ว +9

    Simplesmente o cara que me fez ficar com trauma de Robo Ky, bom vídeo mann

  • @softdrinks7212
    @softdrinks7212 หลายเดือนก่อน

    Thank you, I will proceed to study this video to destroy my enemies...
    Robo-Ky forever!

  • @thereallifesaiyan
    @thereallifesaiyan 2 ปีที่แล้ว +3

    Holy shit the world’s first beginner combos video that’s ACTUALLY for beginners lmao

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว +4

      Thankfully Robo has simple enough combos that this is possible. Utility aside, they fail to showcase his real strengths though. Hopefully the newbie Robo player can quickly graduate from these and start tackling the missile and horse loops, that's where he truly shines.

  • @dozingclip5243
    @dozingclip5243 3 ปีที่แล้ว +6

    That j.S into punch super ender is clever, finally something for the ground out of vanilla j.S

  • @Ethonra
    @Ethonra ปีที่แล้ว +1

    masterhacket213: So, what did you learn from watching my Robo-Ky video?
    Me: Robo-Ky has the best and most satisfying Tension Super in the entire franchise.

  • @Jacob-xp8ld
    @Jacob-xp8ld 3 ปีที่แล้ว +4

    thanks for filling the drought of info on this character :)

  • @saucind6424
    @saucind6424 2 ปีที่แล้ว +11

    Thank you for the video. I’ve been using this video as reference while playing Robo-Ky and it’s been immensely helpful.
    P.s: by any chance, could you send me a link to that thumbnail?

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว +5

      Not sure if I even have that anymore, you should be able to find it on the game's global discord, though.

  • @autumnoraki
    @autumnoraki 3 ปีที่แล้ว +3

    Thank you I will spread the good word of Robo-Ky

  • @DarkTree
    @DarkTree 2 ปีที่แล้ว

    i think about this video's thumbnail every time i join a player match lobby that has 2 people + me in it, i imagine it's what's going on in their head when they go back into lobby & see my pot icon

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว +1

      "There are Potemkin players outside in spec mode"

  • @LightningCayo
    @LightningCayo 2 ปีที่แล้ว +1

    Robo Ky about to call the police on Potemkin.
    This was nice, I main Ky. I wonder how easy the transition will be if I pick up Robo Ky.

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว +2

      They don't play similar at all, you might be shocked by it, both in tools and playstyle. But if you put in effort, you will be rewarded nonetheless, he's much cooler, hehe

    • @LightningCayo
      @LightningCayo 2 ปีที่แล้ว +2

      @@masterhacket213 Would love to see Robo Ky back for Strive, imagine the shenanigans

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว +1

      @@LightningCayo Would be cool. But he certainly would be just a shadow of his +R self. Look at what they did to Baiken, lol.

  • @connormchugh8456
    @connormchugh8456 2 ปีที่แล้ว +1

    Excellent guide!

  • @ScorpiusRexXIII
    @ScorpiusRexXIII 2 ปีที่แล้ว +2

    Kinda stuggling to get the 5h frc into the run c. S. Still solid stuff to try and get into robo ky.

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว +2

      Against some characters you can just skip the c.s and go straight for j.s , experiment. You might want to just end the combo with the lvl 3 horse too, taking the knockdown and getting more meter, consider your options and resources.

    • @ScorpiusRexXIII
      @ScorpiusRexXIII 2 ปีที่แล้ว +1

      @@masterhacket213 I managed to get a bit of a successful run of it by omitting one of the jumps after the run up c. S to go into j. D easier. But it is also nice to consider those other options. While experimenting and trying to get muscle memory/frc timing down saw that 5h frc a tad bit late knocked down, but did still carry to corner. All a good number of things to keep track of knowing I won't get it exactly perfect, or simpler is better for the situation. Thanks!

    • @rocketteman
      @rocketteman ปีที่แล้ว

      same

  • @SeagullGC
    @SeagullGC 3 ปีที่แล้ว +4

    Nice thumbnail, and great combos, but no "Holy Orders?" in the background, so 0/10 :(

    • @masterhacket213
      @masterhacket213  3 ปีที่แล้ว +9

      I think it's funny, but it certainly isn't the best choice for a video someone might need to watch many times

  • @mestreluk
    @mestreluk 3 ปีที่แล้ว +1

    Nice!!

  • @flashcardz3150
    @flashcardz3150 3 ปีที่แล้ว

    Very useful!

  • @kipponrock
    @kipponrock 3 ปีที่แล้ว +3

    roubo ky

  • @WaluTime
    @WaluTime 2 ปีที่แล้ว

    so let us in 🖐

    • @masterhacket213
      @masterhacket213  2 ปีที่แล้ว

      I already became the potemkin main. Robo Pot 🤖

  • @adrienestevez6350
    @adrienestevez6350 2 ปีที่แล้ว

    thx

  • @titoheart6824
    @titoheart6824 2 ปีที่แล้ว

    Potemkin players

  • @WohMi
    @WohMi 3 ปีที่แล้ว +2

    Nice thumbnail