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ROBO OH News

1.82



Character Changes
    NOTE: All characters Command Heavy Attack may now juggle a limited number of times other than when powered by Hyperdrive. In addition, knockdown arcs of Command Heavy Attacks and other specified attacks have been modified to be narrower. There should now be more combo possibilities in mid-screen

    ● RINGKING: Command Heavy Attack may now juggle 1 hit

    ● MEGASTAR: Command Heavy Attack may now juggle up to 2 hits, instead of unlimited. Moon Shot Low Overdrive version now knocks down in a narrower arc

    ● NEKOGAMI: Command Heavy Attack may now juggle 1 hit. Rolling Ball Low hitbox expanded

    ● DRAGONOH: Command Heavy Attack may now juggle 1 hit

    ● MASAMIOH: Command Heavy Attack may now juggle up to 3 hits. Command Heavy Attack movement speed increased

    ● AUTOFIVE: Command Heavy Attack may now juggle 1 hit. Command Heavy Attack hitbox expanded. Command Heavy Attack knockdown now arcs slightly instead of only vertically

    ● GRANDSKY: Command Heavy Attack may now juggle 1 hit, instead of unlimited. Now able to cancel Special and Super abilities from Command Heavy Attack. Command Heavy Attack damage increased from 50 to 80. Payload Overdrive and ground version now knocks down in a narrower arc

    ● YUMELODY: Command Heavy Attack may now juggle up to 2 hits. Command Heavy Attack movement speed increased. Chart Topper movement speed increased for Heavy and Overdrive versions. Stand Heavy Attack now knocks down in a narrower arc

    ● HEAVYTEX: Command Heavy Attack may now juggle 1 hit. Command Heavy Attack movement speed increased. Command Heavy Attack hitbox expanded. Crouch Heavy Attack knockdown changed from sweeping to standard

    ● UCHUZINE: Command Heavy Attack may now juggle 1 hit. Command Heavy Attack movement speed increased. Uchu Copter hitbox expanded. Uchu Ball Overdrive version now knocks down in a narrower arc

    ● MAXCYBER: Command Heavy Attack may now juggle up to 3 hits. Command Heavy Attack movement speed increased
CPU Opponents

    ● CPU Opponents may take slightly longer to execute decisions on Hard and Maniac difficulties
Bug Fixes

    ● Corrected issue where characters would sometimes have a standing hurtbox while airborne. Airborne characters should now always have a jumping hurtbox

    ● Corrected typo in HEAVYTEX victory message 1 for Japanese language version

1.81

Character Changes

    ● YUMELODY: All Chart Topper specials now have a reduced hurtbox, damage increase by 30, recovery increase by 10, and appear slightly more animated

    ● HEAVYTEX: Corrected issue where all Quick Draw specials started up 5 frames slower than intended
Fighting Mechanics Changes

    ● Hyperdrive may now be used after connecting with normal Throw
Bug Fixes

    ● Corrected issue where an attack without knockdown property, followed by Hyperdrive and an additional attack without knockdown property, would improperly erase an airborne hit state on an airborne target

    ● Corrected issue where Hyperdrive was usable in the active frames of a Throw that did not connect

1.8



Special Collaboration

    ● The character UCHUZINE from UCHU MEGA FIGHT joins ROBO OH! Likewise, AUTOFIVE crosses over to join UCHU MEGA FIGHT! The characters adopt the style and mechanics of the other game, while retaining signature abilities

https://www.youtube.com/watch?v=Lg_-FOLVctE
Feature: New characters

    ● All-new robots HEAVYTEX and UCHUZINE!
Feature: New stages

    ● New stages EURO METRO and MEGA METRO with new BGM!

https://www.youtube.com/watch?v=WWXTmy2s2V4
CPU Opponents

    ● CPU Opponents now have a greater chance to activate Hyperdrive on Hard and Maniac difficulties
Character Changes

    ● YUMELODY: All Number One Hit specials are now grounded attacks that travel forward, with improved recovery and reduced damage. Corrected hurtbox of Command Heavy Attack to the intended size

    ● DRAGONOH: Corrected issue where on a certain frame, back dash cancel from Dragon Punch would not move the character backwards

    ● AUTOFIVE: Corrected issue where connecting with another ability after Command Heavy Attack would not apply horizontal movement to the target during knockdown bounce
Fighting Mechanics Changes

    ● Targets in hitstun or blockstun will now always update their facing direction to the attacker while both characters are grounded
General Changes

    ● Additional Steam Achievements added to the game

    ● In the Program Menu, changes to CRT Filter and Palette can now be seen while the Menu is open

    ● CRT Filter now has several sub options
Bug Fixes

    ● Corrected issue where the target of a throw would remain in throwstun if the attacker was hit on the same frame. The throwstun is now removed in this situation

    ● Corrected issue where the left side of the stage had slightly more space than the right side when initializing a round

    ● Corrected issue where a state related to Hyperdrive would sometimes not reset properly, causing hitstun and other properties to stop counting.

    NOTE: Credit, MrMKL for discovering and reporting bug

1.7



Feature: Hyperdrive System

    A new mode of attack! Dashing during a connected attack will consume 2 bars of Overdrive meter, to quickly recover the character and enter Hyperdrive for a brief period

    During Hyperdrive most normal and Special attacks will connect on an airborne opponent, but meter gain and Overdrive Specials are inactive. Super abilities will work but will exit Hyperdrive when performed

    Many new combos are possible with Hyperdrive!
Character Changes

    ● NEKOGAMI: Light Rolling Ball now properly no longer hits low. Heavy Rolling Ball now properly no longer hits high

    ● GRANDSKY: Hurtbox significantly reduced for all Voyage specials

    ● YUMELODY: Hurtbox significantly reduced for all Number One Hit specials. Crouching Heavy
    Attack now properly hits low
Fighting Mechanics Changes

    ● Dash: Input left or right twice in a row while grounded to perform a dash. Dashing backwards grants temporary invincibility

    ● Arcs which opponents are knocked down or back from an attack are now varied when performing certain attacks
Training Mode

    ● Pause menu has been reorganized to allow for more functionality

    ● Overdrive meter refill toggle added to options in the Pause Menu

    ● 2P may now control the CPU while the CPU Action is set to NONE
General Changes

    ● Title screen reorganized

    ● English game texts now use capital letters
Bug Fixes

    ● Corrected issue where characters were not removed from throw stun when hit by a projectile

    ● Corrected issue that allowed some jumping attacks to be performed earlier than intended

    ● Corrected issue where crouching and standing hurtboxes did not alternate properly when cancelling from crouching to standing Light Attack and vice versa

    ● Corrected issue where the attack state did not refresh when performing standing Light Attack on the last frame of crouching Light Attack

1.65



Training Mode

    ● Combo and other training data is now displayed while a Wide Screen option is enabled

    ● The list of CPU Actions has been expanded, and the existing actions have been improved
Character Select

    ● The game can now be paused on the Character Select screen in any game mode, with an option to return to the Title screen
Bug Fixes

    ● Corrected issue in Training Mode where damaging the training opponent at 0% health would continue to push its energy refill mark