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ROBO OH News

1.84

General Changes

    ● In the Program Menu, in Gamepad Config, added option to view all detected gamepad devices, up to 8 devices. Button presses such as directionals may be pressed to help identify gamepads

    ● Added functionality to allow up to 8 gamepad devices to control either player 1 or 2, instead of only the first two recognized gamepad devices. Devices 0, 2, 4, 6 may control player 1. Devices 1, 3, 5, 7 may control player 2

1.83

Fighting Mechanics Changes

    ● Characters are invincible against throw for the remainder of a cycle after exiting hitstun or blockstun state

    ● Airborne standard hurtbox for all characters expanded vertically from top by 6 pixels
Bug Fixes

    ● Corrected issue where projectiles behind a target were blocked if the target contacted it with backwards grounded movement. The projectile now hits the target. Will not apply to AUTOFIVE projectiles that have retracted; such projectiles continue to be blocked without regard to cross up

    ● Corrected issue where normal dashing paused the counting of hitstun and blockstun on the opponent

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