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ROBO OH News

1.42

Input Changes

    ● Analog stick input has been disabled to avoid potential interference issues with standard directional pad and keyboard inputs

    In gamepad configuration, default configuration may need to be set again. Arcade sticks can be switched to DP mode to play with directional inputs

1.41

Bug Fixes

    ● Corrected issue that allowed certain actions to be performed during other actions when inputted on the same frame

1.4



New Attacks: Throw and Command Heavy Attack

    ● Throws may now be performed by any character! When standing, press Light and Heavy Attack together, while holding Left or Right to throw in that direction. If no direction is held, the character throws forward. Throw range and damage will vary per character, but all throws currently have the same startup active and recovery frames. The opponent may tech a throw by inputting a throw within the first 5 frames, resulting in both characters receiving hitstun and knockback. If both characters throw on the same frame, a tech occurs automatically

    ● Command Heavy Attacks may now be performed by any character! When standing, press Heavy Attack while holding either Left or Right- this will vary per character- to do a unique Heavy Attack. Many of these attacks have additional properties. Try them out!
Program Menu Improvements

    ● Gamepads can now open and close the Program Menu

    ● Actions for Confirm and Cancel are now labeled

    ● Assigning a gamepad button now swaps if the button was somewhere else

    ● Corrected issue where a confirmation prompt would be active if entering the Program Menu while in full screen mode
Gameplay Improvements

    ● Stage Select has been added to 1P vs CPU, 1P vs 2P, and CPU Demo modes

    ● In 1P Story mode, opponents are now randomized upon beginning the tournament, except for the final opponent

    ● In 1P Story mode, after losing the player now has the option to continue the tournament with a different character
Fighting Mechanics Changes

    ● Super abilities now have different properties depending on how many Overdrive bars are used. 3 bars remains unchanged with full invincibility during startup and active frames. 2 bars grants only projectile invincibility during startup and active frames, and a blinking blue sprite is drawn. 1 bar grants no invincibility, and a blinking blue sprite is drawn. Damage scaling and Overdrive meter consumption remains unchanged. For Super projectiles, 3 bar Super projectiles will absorb Super projectiles using less than 3 bars

    ● It is now possible to cancel crouching Light Attack into standing Light Attack, where previously only the opposite was possible

    ● Body collision no longer occurs between two airborne characters when at least one character has been hit with an attack
CPU Opponents

    ● Easy and Normal difficulties are now easier, particularly Easy difficulty

    ● CPU opponents now use Super abilities slightly less often
Character Changes

    ● RINGKING: Command Heavy Attack can cancel into crouching Heavy Attack

    ● NEKOGAMI: Overdrive Drop Kick can now hit two times. Standing Heavy Attack now hits high and must be blocked high

    ● DRAGONOH: Heavy and Overdrive Dragon Punch now move forward more, and the Overdrive version can now hit two times. Command Heavy Attack can cancel into another Command Heavy Attack, and then into a standing Heavy Attack

    ● MASAMIOH: Hurtbox for crouching Heavy Attack reduced significantly. Standing Heavy Attack now hits high and must be blocked high. Overdrive Masami Spin can now hit two times

    ● AUTOFIVE: Standing Heavy Attack can now hit two times. Projectile damage reduced by half if the projectile has retracted

    ● GRANDSKY: CPU will now sometimes attack earlier into a jump arc

    ● YUMELODY: Heavy and Overdrive Chart Topper now move forward more. Spin animations improved

    ● MAXCYBER: Hurtbox for standing Heavy Attack reduced. Heavy and Overdrive Cyber Dragon Punch now move forward more, and the Overdrive version can now hit three times
Bug Fixes

    ● Corrected issue that allowed Super projectiles to be cancelled from attacks that did not connect with the opponent, after at least one projectile had been performed in the same round

    ● Corrected issue that allowed Light Attack to be performed during the frames of a grounded Heavy Attack, if the Heavy Attack did not knock down, and was performed without using the Light + Heavy shortcut input

    ● Corrected issue where the sprite of the winner of a time-up round was drawn behind the loser

    ● Corrected coloring of RINGKING's jumping Heavy Attack in the alternate color set

1.37

This update adds to the way special and super moves can be inputted. In general, special moves and supers should now be simpler to perform and combo, open more possibilities, and feel more practical

Special and Super Input Sequences

    ● Held keys or buttons, in addition to just pressed keys or buttons, can now register as directionals for special and super moves. For example, DRAGONOH may now walk forward, and then press down > forward > attack to perform Dragon Punch

    ● In detail: Held keys or buttons will not expire if they are the first directional input in a special or super move sequence, but will expire for subsequent directional inputs after 16 frames if the sequence is not continued

    ● Due to this change, characters with special moves that required pressing the same directional twice in a row, have had their input sequences changed. See below character changes
RINGKING

    ● Dashing Straight is now performed with Down > Forward > Attack. Dashing Sweep is now performed with Down > Backward > Attack
AUTOFIVE

    ● Combiner Dash is now performed with Forward > Down > Forward > Attack
GRANDSKY

    ● Voyage (air) is now performed with Down > Forward > Attack

1.36

Build Correction

    ● Corrected a build issue that disabled some of the 2P functionality. 2P Gamepad Config and other areas should once again work properly