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ROBO OH News

1.25

This small update fixes interactions in the left corner

Corners

    ● Corrected an issue where characters cornered left would idle a variable length from the corner, making it difficult to jump over the character. The cornered character should now idle a constant length from the left corner, and it should now always be possible to jump over them
Collision Boxes

    ● Minor corrections were made to the collision boxes for Megastar, Autofive and Maxcyber

1.24

This small update improves the Gamepad Config feature.

Input

    ● Expanded Gamepad Config: now enables configuration of a second gamepad to file; adds more eligible buttons when mapping; displays names of connected gamepads

    NOTE: The game will attempt to detect gamepads when they become connected or disconnected during play, but if a problem occurs you can try reconnecting. Restarting the application will reinitialize the gamepad connections



    ● Reverted input change from 1.23. This change was causing improper inputs on certain gamepads with a D-pad but no analog sticks. Those gamepads should once again work properly

1.23

Input

    ● Added common right-side joy axis as a means to input Up, Down, Left and Right

    NOTE: This change was reverted in 1.24

1.22

Thank you everyone for playing ROBO OH! This small update fixes a sound bug, further improves the CPU experience- which will be most noticable on harder difficulties, and balances and corrects some abilities. In particular, most non-Overdrive projectiles have had their blockstun and pushback reduced.

Bug Fixes

    ● Fixed bug where most BGM channels got stuck at a modified volume, if the game was reset via the program menu while a round was ending
CPU Opponents

    ● CPU opponents are now wiser about attacking during wake-up, or when an opponent is directly above their head, or when an opponent is playing very defensive

    ● CPU opponents may now try to do jumping attacks earlier into their jump

    ● CPU opponents are now wiser when choosing to do an Overdrive special

    ● CPU opponents with a standard projectile are now more inclined to engage in projectile wars, while those without a projectile are wiser about finding ways around
MEGASTAR

    ● Reduced blockstun on Light and Heavy versions of Moon Shot High and Moon Shot Low from 20 to 5, and pushback from 10 to 5
NEKOGAMI

    ● Light, Heavy and Overdrive versions of Drop Kick now correctly hit high and must be blocked high
DRAGONOH

    ● Reduced blockstun on Light and Heavy versions of Blue Fireball from 20 to 5, and pushback from 10 to 5

    ● Reduced blockstun on Light and Heavy versions of Yellow Fireball from 20 to 10
MASAMIOH

    ● Reduced blockstun on Light and Heavy versions of Sushi Toss from 20 to 5, and pushback from 10 to 5
MAXCYBER

    ● Heavy and Overdrive versions of Cyber Drop Kick now correctly hit high and must be blocked high

    ● Reduced blockstun on Heavy version of Cyber Moon Shot from 20 to 5, and pushback from 10 to 5

    ● Reduced hitstun on Heavy version of Cyber Spin from 30 to 20

    ● Reduced hitstun on Heavy version of Cyber Combiner Dash from 35 to 25

1.21

Thank you everyone for the warm reception that ROBO OH has received since release. This small update fixes a couple of bugs, improves the CPU experience, and balances a few characters.

Bug Fixes

    ● Fixed issue that re-processed hit and KO data if an opponent who had already been knocked out was hit again. Subsequent abilities will now always miss a knocked out opponent

    ● Fixed bug where the victory screen did not reset properly, if the game was reset via the program menu during victory screen. The victory screen should now disappear
CPU Opponents

    ● CPU opponents can now act more quickly after coming out of hitstun or blockstun

    ● CPU opponents' behavior against an active projectile has been modified slightly
MASAMIOH

    ● Reduced invincibility on Super Masami Drop from 33f to 12f, and maximum damage from 230 to 200. Removed invincibility from non-Overdrive Masami Drop specials

    This should give the opponent a better chance to counter or trade these strong abilities on a read, and more appropriately balances Super damage considering its unique auto-targetting property
NEKOGAMI

    ● Reduced size of hitbox for Drop Kick specials. Reduced size of hitbox and expanded lower hurtbox for Jumping Heavy Attack

    This should give the opponent a better chance to counter or trade these strong abilities on a read

    Drop Kicks
    ->

    Jumping Heavy Attack
    ->