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ROBO OH News

2.0



Feature: New character

    ● All-new robot SUTEKISS!

https://www.youtube.com/watch?v=NLAzulNN8Pg
General Changes

    ● Additional Steam Achievements added to the game

    ● Score gains from attacking is reduced by approximiately 17% due to Overdrive Meter gain change

    ● Steam Achievement 'Big Damage' has been adjusted due to combo damage change

    ● Steam Leaderboards for Maniac Story and Maniac Endless reset to recognize major version change

    ● Random select has been repositioned and duplicated to the left and right sides on the Character Select screen
Fighting Mechanics Changes

    ● Combo damage will now begin to scale at 3 or more hits, reaching maximum scaling at 10 or more hits

    ● [2.0b] Hits following the initial hit of target combos or multi hit attacks will not progress the damage scale

    ● [2.0b] Hyperdrive regresses the damage scale by 1 hit upon activation

    ● Reduced Overdrive Meter gains from attacking by approximately 17%

    ● Round clock speed has been slowed slightly, adding approximately 9 true seconds to each round

    ● Expanded input window to perform Dash by 3 frames

    ● Characters are now fully invincible for the remainder of a cycle after landing on feet from taking an airborne hit
Character Changes

    ● RINGKING: Reduced damage of Crouching Heavy Attack from 50 to 30. Extended rear hitbox of Command Heavy Attack by 4 pixels

    ● MEGASTAR: Extended front hitbox of Crouching Heavy Attack by 3 pixels

    ● NEKOGAMI: Added forward movement to Command Heavy Attack

    ● DRAGONOH: Increased damage of Overdrive Dragon Punch from 40/40 to 50/50. Extended front hitbox of Crouching Heavy Attack by 3 pixels. Expanded input window to perform Claw Combo (target combo) significantly

    ● MASAMIOH: Changed Heavy Attack base hurtbox from standing to crouching. Changed Crouching Heavy Attack base hurtbox from standing to crouching. Extended rear hitbox of Command Heavy Attack by 4 pixels, and increased forward movement

    ● AUTOFIVE: Increased damage of Heavy Attack from 40/40 to 50/50. Reduced damage of Crouching Heavy Attack from 50 to 40. Reduced damage of projectiles while retracting from -50% to -75%

    ● [2.0b] AUTOFIVE: Reduced damage of all projectiles by 20

    ● GRANDSKY: Expanded input window to perform Voyage by 3 frames

    ● YUMELODY: Reduced damage of Heavy Attack from 70 to 50

    ● HEAVYTEX: Expanded input window to perform Howdy by 3 frames

    ● [2.0b] HEAVYTEX: Increased damage of all projectiles by 10

    ● UCHUZINE: Increased damage of Heavy Uchu Copter from 30/30/30 to 40/40/40. Increased damage of Overdrive Uchu Copter from 40/40/40 to 50/50/50. Increased damage of Command Heavy Attack from 40 to 50, increased forward movement, and extended rear hitbox by 4 pixels. Expanded input window to perform Punch and Kick Combo (target combo) significantly

    ● MAXCYBER: Increased damage of Overdrive Cyber Dragon Punch from 25/25/25 to 35/35/35. Extended rear hitbox of Command Heavy Attack by 14 pixels, and increased forward movement
Bug Fixes

    ● Corrected an issue in Training Mode where target combos would not work on an opponent with 0 health

    ● [2.0c] Corrected issue where upon activation of Hyperdrive during special attacks which experience a hitbox modification, the hitbox data would continue to be used for the next attack

    ● [2.0c] Corrected build issue where AUTOFIVE retracting projectiles did not reduce damage by the correct percentage

1.93

General Changes

    ● Game Manual now indicates HEAVYTEX Howdy is an Overdrive ability
Bug Fixes

    ● Corrected issue where YUMELODY reflect projectiles from MASAMIOH displayed as only maguro sushi

    ● Corrected some coloring for MASAMIOH and UCHUZINE victory poses

    ● Corrected issue where upper grid graphics did not display in Endless Mode while the game is paused

    ● [1.93b] Corrected issue preventing game from launching properly in Steam offline mode

1.92



Feature: Steam Leaderboard

    ● High scores for Story Mode and Endless Mode are recorded to leaderboards when completed on Maniac difficulty!

    Personal high score and ranking can be viewed in the Program Menu on the Achievements page. Global rankings may be viewed on the Steam ROBO OH Community Hub, by clicking View Stats in the upper right corner and choosing Global Leaderboards
General Changes

    ● Stages may now be selected before entering Training Mode
Fighting Mechanics Changes

    ● [1.92b] Projectiles may now collide with extended hurtboxes
Character Changes

    ● [1.92b] YUMELODY: Projectiles reflected from AUTOFIVE which have already retracted will no longer change horizontal direction a second time

    ● [1.92c] NEKOGAMI: Drop Kick, Overdrive meter gain reduced from 14 to 7

    ● [1.92c] MASAMIOH: Masami Drop, Overdrive meter gain reduced from 14 to 7

    ● [1.92c] MAXCYBER: Cyber Drop Kick, Overdrive meter gain reduced from 14 to 7
Bug Fixes

    ● Corrected issue in Story Mode where the screen transitioned prematurely during a high score count

    ● Corrected build issue causing the Maniac text not to display properly in Story Mode

    ● [1.92b] Corrected issue where in most cases projectiles that connected at the rear side of the opponent at the first frame of wake up could not be blocked

    ● [1.92c] Corrected build issue where UCHUZINE was unable to properly queue Special attacks during wake up when controlled by a player

    ● [1.92d] Corrected build issue where MASAMIOH sprite displayed incorrectly during Throw

    ● [1.92d] Corrected build issue where NEKOGAMI sprites displayed incorrectly for alternate and Overdrive colors during Jump and some Special attacks

    ● [1.92e] Corrected issue where damage from Throw type abilities could be added to total combo damage following the end of a combo

1.91

Fighting Mechanics Changes

    ● Overdrive meter gained by the target of an attack has been increased from 2 to 4

    ● Projectiles eligible for Overdrive meter gain that have been active for 25 or more frames will now gain 7 meter points instead of 14

    ● Frames window which to perform an input for Special and Super attacks has been reduced from 16 to 10

    NOTE: This change should improve advanced combo reliability and performance
Character Changes

    ● MASAMIOH: Heavy Masami Spin hitbox has been extended downwards by 1 pixel

    NOTE: This ability should now connect on NEKOGAMI while NEKOGAMI is standing

    Heavy Sushi Toss now causes the intended amount of hitstun of 20

    Light Sushi Toss damage and hitstun are now modified based on the type of sushi that is tossed, minimum of 1 hitstun:

    Maguro: +10 damage, -10 hitstun
    Ebi: -10 damage, +10 hitstun
    Tako: +20 damage, -20 hitstun
    Tamago: -20 damage,+20 hitstun

    The chance to toss all types remains 25%

    [1.91b] Sushi Toss projectiles are now uniquely colored
General Changes

    ● In Training Mode, improved CPU logic while Block All settings are active

    ● [1.91c] In Endless Mode, up to 999999 points are now displayed and will no longer proceed to the results screen prematurely while scores are counted

1.9



Feature: New Endless Mode

    ● Fight random foes on the selected difficulty until you are defeated!

    Player and foes are defeated on a single energy bar. After a foe is defeated, a random bonus is awarded that may include a partial energy bar refill, or a powerful temporary stat boost
Feature: New Scoring system

    ● Points are now earned while fighting!

    Attacks and projectiles that connect and are not blocked will earn points, and bonus points are awarded to the victor of the round for energy remaining and time remaining. Extra points are awarded for a Perfect round. All points earned increase with difficulty setting. If the player loses the match to the opponent in Story Mode and uses Continue, those points must be re-earned. Scoring is not active in Training Mode
General Changes

    ● Additional Steam Achievements added to the game

    ● Upgrade Points in Story Mode are now based on Score earned in the previous match, making it possible to earn more than 2 points between matches!

    ● Difficulty setting is now displayed in the upper information area of the fight screen in modes other than Training Mode

    ● Victory icons are updated to express Perfect victories and reveal the blocking status of the opponent. New Gold stars indicate a Perfect victory, and new Hollow stars of Gold or White indicate that the opponent blocked the last attack or projectile

    ● Training Mode no longer refills Overdrive meter or energy on refill setting when a combo chain is active for either character
CPU Opponents

    ● CPU Opponents prefer slightly more to Dash backwards on wake up and slightly less to perform an attack
Character Changes

    ● DRAGONOH: Light Dragon Punch reduced full invincibility from 5 to 3 frames, added extended upper hurtbox, removed knockdown property and added hitstun value of 20

    ● MEGASTAR: Light Jet Upper reduced full invincibility from 5 to 3 frames, added extended upper hurtbox, removed knockdown property, added hitstun value of 25, and ability to cancel into Hyperdrive

    ● GRANDSKY: Light and Heavy Airframe added small extended upper hurtbox

    ● AUTOFIVE: Light and Heavy Retracting Drive and Retracting Flight added Overdrive meter gain if the projectile connects successfully back to AUTOFIVE; 4 points are gained for Light versions and 8 points for Heavy versions
Bug Fixes

    ● Corrected issue where if the player queued an attack during wake up frames, and if the opponent switched sides after knockdown, the direction for the wake up attack did not update. The attack should now always be directed at the opponent

    ● Corrected issue where target combos performed by the CPU resulted in a minor animation and frame error. The CPU should be able to perform them properly again

    ● Corrected issue where Power and Armor stats in Story Mode did not factor into Throw or Tornado damage

    ● [1.9b] Corrected issue where extended hurtboxes of cancelled attacks were active for longer than intended

    ● [1.9b] Corrected build issue that made it possible for Dash, Special, Super to be inputted during some Normal attacks that would normally be ineligible, causing various properties of the Normal attack to be modified

    ● [1.9c] Corrected issue in Endless Mode where if the game was reset via the Program Menu while a
    new opponent was loading, the opponent would resume loading if Endless mode was started again. The mode should now initialize properly on reset

    ● [1.9c] Corrected issue where a single held press could activate Dash on wake up. Dash should now always require two presses, and is queued during wake up in a similar method as a Special or Super attack