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ROBO OH News

3.0



★ Phase 4 of new ROBO OH version 3.0 !

● When the game starts, choose which version to play, New or Classic. New version is being delivered in phases, while the Classic version contents are complete

NEW! Character Ending

    ● Ending cinematic for GRANDSKY, HEAVYTEX, UCHUZINE, MAXCYBER are re-illustrated with larger visuals !

General Changes

    ● 1P ARCADE mode is now available for the following additional characters: GRANDSKY, HEAVYTEX, UCHUZINE, MAXCYBER

Fighting Mechanics

    ● Defensive meter gain is reduced for most multi-hit attacks and repeating projectile attacks.
Character Changes

    ● YUMELODY: Hitbox is reduced slightly and hurtbox expanded slightly for Number One Hit.

    ● SHIPPOOH: Overdrive Dash Hammer travel speed and damage are reduced by 50%. Super Shippo Beam damage is reduced by 8%.

    ● DIMCYBER: Blockstun for Dim Whirlwind is reduced to 1. Active frames for Dim Whirlwind is reduced by 10. Knockback for Heavy Dim Whirlwind and Overdrive Dim Whirlwind is reduced by 20. Knockdown arc for Overdrive Dim Whirlwind is reduced significantly.
Bug Fix

    ● Corrected issue where special selection cursor did not reset properly after pause
↓ The following apply to both New and Classic versions ↓

Character Changes

    ● SHIPPOOH: Hitbox is corrected for Overdrive Dash Hammer

3.0



★ Phase 3 of new ROBO OH version 3.0 !

● When the game starts, choose which version to play, New or Classic. New version is being delivered in phases, while the Classic version contents are complete

NEW! Character Ending

    ● Ending cinematic for MASAMIOH, AUTOFIVE, YUMELODY, SUTEKISS are re-illustrated with larger visuals !

General Changes

    ● 1P ARCADE mode is now available for the following additional characters: MASAMIOH, AUTOFIVE, YUMELODY, SUTEKISS

Character Changes

    ● MEGASTAR: Projectile speed is increased for Heavy Moon Shot High, Heavy Moon Shot Low, and Super Moon Shot. Projectile speed is reduced for Light Moon Shot High, and Light Moon Shot Low.
Bug Fix

    ● Corrected issue where player could not proceed from the ending screen for 3 seconds longer than intended
↓ The following apply to both New and Classic versions ↓

Fighting Mechanics

    ● Reverted previous change where projectiles which did not have Overdrive, Hyperdrive, Super, or a mega boss property would no longer cause chip damage. The projectiles will now cause chip damage.

3.0



★ Phase 2 of new ROBO OH version 3.0 !

● When the game starts, choose which version to play, New or Classic. New version is being delivered in phases, while the Classic version contents are complete

NEW! Character Ending, Stage Renovation

    ● Ending cinematic for RINGKING, MEGASTAR, NEKOGAMI, DRAGONOH are re-illustrated with larger visuals !

General Changes

    ● 1P ARCADE mode is now available for the following characters: RINGKING, MEGASTAR, NEKOGAMI, DRAGONOH

Fighting Mechanics

    ● Hyper Duo mode: Using Hyper Duo will now adjust the current energy based on the percentages of each robot's current and maximum energy
↓ The following apply to both New and Classic versions ↓

CPU Opponents

    ● CPU opponents should no longer try to stand when their opponent's projectile is above them
Fighting Mechanics

    ● Projectiles which do not have Overdrive, Hyperdrive, Super, or a mega boss property will no longer cause chip damage
Bug Fix

    ● Corrected issue where queued attacks did not perform

    ● Corrected issues in Training mode to fix the timing of "Block Next" CPU actions

    ● Corrected issue where some jumping movement was disabled in certain situations

    ● Corrected issue where MASAMIOH projectile trajectory was disabled in certain situations

    ● Corrected graphical issue to show the stage background with dim colors during a Super attack

    ● Corrected issue where Arcade Mode boss using Hyper Duo switched to another character with unspecified properties

    ● In Classic version, corrected minor graphical issue on the character select pause screen

7月20日ROBO OHオンライン大会第二回K&Kカップ !



ROBO OH新バージョン配信記念!!

第二回K&Kカップ開催致します(主催のKai&カカトでK&K、我々は運営に注力の為試合には参加致しません)

Steamのリモートプレイ機能を使った擬似オンライン大会です

レギュレーション

    ● 1先ダブルエリミネーション

    ● 使用バージョン→ニュー

    ● VSセッティング→エクステンド※体力が1.5倍になります

    ● ハイパードモード→ハイパーデュオ※ニューバージョンに追加された新システム、2キャラ選択し、地上で技がヒットした時に66or44で1ゲージ消費し後衛キャラに交代します

    ● 全キャラ使用可・キャラ変え自由

⚠️↓ エントリーはこちらからお願いします
https://tonamel.com/competition/AuOTv


⚠️↓ 下記リンクへのディスコードにご参加ください
https://discord.gg/sHhZbUJr

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