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ROBO OH News

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

1.87

General Changes

    ● Overdrive meter gain display and collision box display added to Training Mode. Press F1 to toggle collision boxes
Fighting Mechanics Changes

    ● Special and Super abilities may now be inputted during wake up frames: During the last 16 wake up frames, the attack portion of the input is accepted and will activate the ability upon wake up

    NOTE: This change should offer reliable reversal options at wake up
Character Changes

    ● GRANDSKY: Overdrive Payload ground version now travels along the ground in a straight path. The projectile deactivates after being active for 25 frames

    NOTE: This change makes it possible again to juggle with the ability at mid screen

    ● NEKOGAMI: Idle jumping sprites have been moved slightly upwards to better reflect the base airborne hurtbox

    ● [1.87c] AUTOFIVE: Hitbox for Retracting Drive specials have been moved slightly upwards

    NOTE: This change makes it possible again to juggle with the ability
Bug Fixes

    ● Corrected issue where RINGKING's base hurtbox during Dashing Sweep and Dashing Uppercut was changed to the crouching version for longer than intended

    ● Corrected issue where if Standing Heavy Attack was inputted while holding a left or right directional that would not normally activate a Command Heavy Attack, properties of the attack such as knockdown arc would not be set to the intended value

    ● Corrected issue where if a Super projectile was generated by the attacker at the time a non-Super projectile connected on the opponent, collision would not process for the Super projectile and cause additional odd behavior due to the unusual state. The collision should now always process in this case

    ● [1.87b] Corrected issue where certain Overdrive meter gain values from non-Special, non-Super attacks was not reset when inputting Special abilities, occasionally causing some Special abilities to have the wrong Overdrive meter gain

1.86

Fighting Mechanics Changes

    ● Abilities that create target combos are now cancellable on an opponent who may be attacked, for a duration in frames equal to the hitstun value of the ability. The duration ends if the opponent recovers from stun, or enters an un-attackable state

    NOTE: This change adjusts the mechanics so that links of a target combo while powered by Hyperdrive may connect on an airborne opponent
Bug Fixes

    ● Corrected issue where abilities that create target combos were cancellable while the opponent was in hitstun or blockstun state but was not attacked with a target combo

1.85

Fighting Mechanics Changes

    ● Facing direction is no longer updated for an attacking character while the target character is touching a corner while in an airborne hit state

    NOTE: This change should reduce attacking characters with more forward movement switching sides during corner combos
Bug Fixes

    ● Corrected issue where movement by Dash would persist improperly during a player knockout