1. ROBO OH
  2. News

ROBO OH News

【ロボ王】大会 K&K CUP ! 6月11日



🌛6月11日(土)22:00より
ホスト: https://twitter.com/Kai_esportsClub https://twitter.com/inazumakakato
・日本のプレイヤーに限定しています。For Japan players.

ロボ王の大会を開催します!
参加したい方はDM( https://twitter.com/Kai_esportsClub )にて受け付けております!ルール等は下に記載します!

・Steamのリモートプレイ機能を使用したオンライン対戦で行います。(ネット環境必須)
・キャラクター変更はあり
・2先トーナメント
・当日は早めに集合し、ラグチェック等を行います。

その他分からないことがあれば聞いていただけると答えます!( https://twitter.com/Kai_esportsClub )

2.1



Feature: Collaboration hidden event!

    ● ROBO OH in collaboration with Uchu Mega Fight introduces a new major event in Story Mode!

    Hint: The event can be accessed with any character on any difficulty, when meeting an objective of one of the previously released achievements during Story Mode!

[previewyoutube][/previewyoutube]

Feature: New character colors

    ● Two additional colors available for every character! Hold Select button while pressing Confirm or Cancel to access third and fourth color
General Changes

    ● Additional Steam Achievements added to the game

    ● New wide border image option

    ● [2.1d] Program menu now defaults to Sharp CRT Filter

    ● In Story Mode, opponents will now introduce themselves!

    ● Graphical improvements: Some characters now have improved sprites or animations. Impact bursts are now slightly randomized when drawn over the defender

    ● Game now defaults to Normal difficulty instead of Easy

    ● It is now possible to return to Character Select from the Stage Select screen

    ● Training Mode menu cursor will now wrap vertically

    ● Credits updated
Fighting Mechanics Changes

    ● Specials, Super and Dash may now be queued in additional situations within a period of 16 frames or fewer: Performing a standard throw; After receiving hit while airborne but not knocked down; When in hitstun; When in blockstun

    ● In the corners, hitboxes that extend off the screen will now push the attacker backwards if the attacker remains grounded

    Note: This change allows many attacks to connect more easily, and expands combo possibilities
CPU Opponents

    ● Opponents now have a greater chance to block certain overhead attacks

    ● Opponents now have a greater chance to defend themselves or counter attack after exiting a blockstun or airborne knockback status
Character Changes

    ● RINGKING: Increased full invincible frames of Overdrive Dashing Uppercut from 1~5 to 1~6

    ● NEKOGAMI: Increased full invincible frames of Overdrive Rolling Ball from 1~5 to 1~6. Super Neko Shot now fires 4 consecutive mid-range projectiles, together inflicting identical damage to the previous version

    ● DRAGONOH: Increased full invincible frames of Heavy Dragon Punch from 1~5 to 1~6. Yellow Fireball has evolved to Flame Breath: Light Flame Breath fires 6 close-range projectiles, Heavy Flame Breath fires 4 short-range projectiles, and Overdrive Flame Breath fires 4 mid-range projectiles

    ● MASAMIOH: Increased full invincible frames of Overdrive Masami Spin from 1~5 to 1~10

    ● AUTOFIVE: Increased full invincible frames of Overdrive Combiner Dash from 1~5 to 1~6. [2.1d] Input for Combiner Dash changed to Down, Down

    ● YUMELODY: Increased full invincible frames of Overdrive Chart Topper from 1~5 to 1~11. Reflected projectiles will now travel at least a minimum speed equal to that of Super Dream Shot

    ● GRANDSKY: Increased full invincible frames of Overdrive Airframe from 1~10 to 1~15

    ● HEAVYTEX: Increased full invincible frames of Overdrive Tornado from 1~10 to 1~11

    ● MAXCYBER: Increased full invincible frames of Heavy Cyber Dragon Punch from 1~5 to 1~6. [2.1d] Input for Cyber Combiner Dash changed to Down, Down

    ● [2.1b] SHIPPOOH: Increased recovery frames of Drill Break by 5
Bug Fixes

    ● Corrected issue where if the game was reset during a certain period at the end of a round, BGM would not play properly

    ● Corrected issue where abilities which juggle would not do so after using it to attack an airborne opponent for the first time

    ● [2.1b] Corrected issue where Super abilities would often not add an entry to damage scale when cancelled from other abilities

    ● [2.1b] Corrected issue where DRAGONOH Flame Breath did not properly calculate damage and meter gain when blocked

    ● [2.1c] Corrected issue where properties of certain attacks did not reset when cancelling to a Super attack

    ● [2.1d] Corrected issue where in some situations multi-hit attacks did not properly update the damage scale

    ● [2.1e] Corrected issue where player characters could not stand while crouching in a blockstun state

ROBO OH x Uchu Mega Fight



Release this weekend
☀️3/27 9:00 CST🌛3月27日 23:00 JST

It's a pleasure to make another collaboration of ROBO OH and Uchu Mega Fight! The first works exchanged the characters of AUTOFIVE and UCHUZINE. This time, we'll deliver a special experience. There were certain challenges and the production time was longer than usual. It's ready to release. I hope you will be satisfied with the works and give each game a try!

ROBO OHとUchu Mega Fightのコラボがまた実現できて嬉しいです! 第一弾はオートファイブとウチュウジンのキャラを交換しました。今回は、特別な体験をお届けします。ある課題があり、制作期間が通常より長くなってしまいましたが 発売までこぎつけました。作品に満足していただき、各ゲームに挑戦していただければと思います!

This version will release with both the collaborative works and several updates to ROBO OH
今回のバージョンは、コラボ作品とROBO OHのいくつかのアップデートを含んでリリースされる予定です。

Uchu Mega Fight: uchuzine.com/umf/

Follow twitter.com/FoxyBoxyGames for frequent postings!

ROBO OH x Uchu Mega Fight



Previously ROBO OH collaborated with Uchu Mega Fight* adding the guest character and cute alien UCHUZINE, while AUTOFIVE blasted off to the UMF world. I'm happy to announce a 2nd collaboration with Uchu Mega Fight scheduled for release next month!

前回、ROBO OHはUCHU MEGA FIGHTとコラボし、ゲストキャラとして可愛い宇宙人UCHUZINEを迎え、AUTOFIVEはUMFの世界へと飛び出しました。来月には、UCHU MEGA FIGHTとのコラボ第2弾が実現します!

In the meantime, why not try AUTOFIVE in Uchu Mega FIght!
Uchu Mega Fight uchuzine.com/umf/

Follow twitter.com/FoxyBoxyGames for frequent postings!

2.01

General Changes

    ● Updated developer and publisher logo
Bug Fixes

    ● Corrected graphical issue in Training Mode where the stage was displayed partially while using the pause menu