1. ROBO OH
  2. News
  3. 3.0

3.0



★ Introducing new ROBO OH version 3.0 !

A major update to ROBO OH is underway, starting today !

● Choose which version to play when the game starts. Note that the new version will be delivered in phases, while the Classic version contents are complete



● ROBO OH 3.0 was first previewed as a side event of EVO Japan 2024 !



● ROBO OH 3.0 features new art and graphics, attacks and balances, and "Hyper Duo" optional fighting mechanic. Overall, robots and backgrounds became brighter and more colorful



● Phase 1 includes the core visuals, VS modes and Training mode



● At the final delivery, ROBO OH Classic will still be available !



↓ The following are changes from the previous version to the 3.0 version ↓

NEW! Character, Stage, HUD Renovation

    ● Every robot and cinematic has been newly illustrated. They appear on the cover and game materials

    ● Every robot, stage, cinematic, HUD has been retouched to look brighter and more colorful !

    ● Many characters have new or modified attacks and balances
NEW! Hyper Duo

    ● Hyper Duo is a dash cancelling mechanic which changes your active robot to a different robot of your choosing. Form your favorite two-robots team, and discover new ways to attack !

    ● Hyper Duo is enabled from the Options screen, which will replace Hyperdrive as the dash cancelling mechanic. Try using Hyper Duo in a variety of modes !
General Changes

    ● The visual of achievement icons has been updated

    ● Cancelling from Stage Select screen is now a list item instead of a button press
Fighting Mechanics

    ● Impact freeze has been reduced for most multiple-hit attacks and attacks during Hyperdrive

    ● Body collision has been removed when one character is grounded and the other is airborne

    ● Jumping height has been reduced by various amounts for all characters

    ● The period which Hyperdrive or Hyper Duo can be used after a projectile impact has been expanded

    ● The first input of a Super attack can now include holding down, and Super input is no longer reset when pressing backwards or light attack
Character Changes

    ● RINGKING: New Jumping Light Attack and Jumping Heavy Attack. Crouching Heavy Attack now has an extended hurtbox. Standing Heavy Attack, and Crouching Heavy Attack as part of a target combo, now have forward movement. Standing Heavy Attack has increased hitstun, blockstun, and damage. All Dashing special attacks have increased start up and reduced forward movement. Light Dashing Straight and Light Dashing Upper have reduced damage. Heavy and Overdrive Dashing Sweep, and Heavy and Overdrive Dashing Straight have increased damage

    ● MEGASTAR: New Jumping Light Attack and Jumping Heavy Attack. Standing Heavy Attack has increased damage, forward movement, and more hits. Crouching Heavy Attack has more hits. Command Heavy Attack has more blockstun, damage, and hits. All Overdrive Moon Shot knockdown arc is heightened

    ● NEKOGAMI: New Air Crashing Ball. Standing Heavy Attack has increased hitstun. Light Mid and Low Rolling Ball have increased blockstun and reduced damage. Heavy and Overdrive Mid Rolling Ball has increased start up, invincibility, and damage. Heavy and Overdrive Low Rolling Ball has increased start up

    ● DRAGONOH: New Jumping Light Attack and Jumping Heavy Attack. Standing Heavy Attack hitbox and hurtbox slightly modified. Crouching Heavy Attack hitbox increased. Target combo's third attack no longer has knockdown property. Heavy and Overdrive Dragon Punch have increased forward movement. Overdrive Flame Breath knockdown arc is heightened. Super Dragon Tackle hits and total damage increased

    ● MASAMIOH: New Jumping Light Attack. All Masami Drop hitbox increased. All Sushi Toss now have an arcing trajectory, and expanded hitbox during initial frames

    ● AUTOFIVE: New Jumping Heavy Attack. Standing Heavy Attack has increased forward movement and modified hitbox. Crouching Heavy Attack has modified hitbox and extended hurtbox

    ● YUMELODY: New Super Attack (Super Dream Power) a technique to recover lost energy. Jumping Heavy Attack has reduced hitbox and extended hurtbox.

    ● SUTEKISS: New Super Attack (Super Dream Power) a technique to recover lost energy. New Crouching Heavy Attack. Jumping Heavy Attack has reduced hitbox and extended hurtbox. All Suteki Axel special attacks have reduced hitbox for the last part of the attack, and now use a default hurtbox instead of jumping hurtbox

    ● GRANDSKY: Command Heavy Attack has increased blockstun

    ● HEAVYTEX: New Jumping Heavy Attack

    ● UCHUZINE: Super Uchu Warp has reduced damage. Overdrive Uchu Ball has increased damage. Default crouching hurtbox expanded to be the same size as NEKOGAMI

    ● MAXCYBER: Battle sprites are now better aligned to the standard hurtbox. New Air Crashing Ball. New Cyber Dashing Straight, All special attacks have increased damage. Standing Heavy Attack has increased damage. Heavy Cyber Moon Shot has reduced projectile speed. Heavy and Overdrive Cyber Dragon Punch has increased forward movement

    ● SHIPPOOH: Light Drill Break has increased knockback. Light Shippo Beam has increased damage and reduced blockstun. Target combo's second hit high attack property is removed. Crouching Heavy Attack has increased hitbox

    ● DIMCYBER: Overdrive Dim Hacker knockdown arc is heightened. Jumping Heavy Attack juggle property is slightly increased
CPU Opponents

    ● Many characters have improved fighting behavior. On HARD or MANIAC setting, they will also try to use Hyperdrive more often than before
↓ The following apply to all versions ↓

General Changes

    ● In the Program Menu, the Menu Bar now displays new hotkey functionality, and may now be displayed on the bottom of the screen, in addition to top or hide

Character Changes

    ● RINGKING: crouch input is no longer required to perform the target combo
Bug Fix

    ● Corrected issue where projectile collision did not occur during impact freeze

    ● Corrected issue where 2P was sometimes not subject to certain body collisions

    ● Corrected issue with facing direction

    ● Corrected issue where in a non-scrolling stage the character walk speed increased while near a corner

    ● Corrected issue where during impact freeze a character would change to standing state if in an idle crouching state

    ● Corrected issue where sometimes resetting the game while training data was displayed did not work properly