GUILTY GEAR ISUKA
ROBO KY MARK II FACTORY MODE
(v1.0, 8-5-04)
by Edward Chang (chang dot 459 at osu.edu)
Version History
v2.0 (12-13-04)
Corrections to the requirements to get RK MkII's chips.
v1.0 (8-5-04)
Completed description of all Data Bank moves.
v0.9 (8-3-04)
Secrets section added with some preliminary data.
v0.8 (8-1-04)
Preliminary version, data listed. More complete descriptions to follow.
Table of Contents
1. Introduction
2. Factory Mode Basics
3. Scramble Mode
4. Robo Ky Mark II Basic Moves
5. Data Bank
6. Secrets
7. Credits
1. INTRODUCTION
This is a guide for Guilty Gear Isuka's console release on the PS2. It deals
with a new mode added for the PS2 release, namely Robo Ky II Factory Mode.
This lets you take Robo Ky, customize his moves and attributes, and then
use him in versus battles and so on. Your Robo Ky's info is saved onto the
system file in the memory card, so you and a friend can make different
versions of Robo Ky and then match them head to head.
This FAQ makes use of SJIS encoding in order to display Japanese
characters. I included this feature so that if you do not know
Japanese, you can easily match up the characters on your TV screen
to the characters in this guide. You will need to have support for
viewing Japanese characters on your computer, however. Certain versions
of Windows should have it built in; otherwise, you'll either need to
get a program like NJStar Communicator, or you'll need to get
Japanese character support for Internet Explorer (free from Microsoft)
and open this file in IE instead of Notepad/Wordpad.
2. FACTORY MODE BASICS
Upon selecting Factory Mode from the main menu, you'll be brought to the
Factory Mode menu. This menu has five options, Data Bank, Color Edit,
Rename, Scramble, and Exit.
DATA BANK: The meat of factory mode. Upon selecting this mode, you'll be
brought to a menu where you can actually start tweaking Robo Ky. More info
on this mode in a little bit.
COLOR EDIT: Works exactly like the Color Edit mode in the main menu. For
some reason Robo Ky Mk II must have his color edited within Factory Mode,
and not from the main menu's Color Edit option. You can pick from a
selected list of default colors; you can also edit the palette as much
as you wish. To use color designated in Color Edit mode, press left/right
at the character select screen once you've selected RKII until you find
it. Here are some buttons used in Color Edit mode:
O - select. Hold down and press left/right to select multiple boxes.
Once multiple boxes are selected, press O again to adjust the
uniform brightness of those boxes or select Gradation to make all
the colors in the range gradations of the same color.
X - cancel.
L2 - Undo.
R2 - Redo
S - Copy. Can be used on multiple boxes.
T - Paste. Can be used on multiple boxes.
RENAME: Lets you rename your own profile. This name appears on top of your
lifebar even if you are not playing Robo Ky Mark II. This doesn't really
let you change RKII's name; it's more like your own personal name since it
shows up regardless of who you are playing as. There is an 8-character
maximum.
SCRAMBLE: Lets you play GG Boost Mode, only with RKII. Scramble's
functionality is almost identical to Boost Mode, with the only exception
being you earn experience for use in the Data Bank. Naturally, you can
only use RKII in Scramble.
EXIT: Naturally, brings you back to the main menu.
Upon selecting Data Bank you'll find several more options: Data Analyze,
Ability Tuning, and Exit.
DATA ANALYZE: Brings up a list of moves that can be used by Robo Ky Mark
II. In order to use moves, you must first have enough Experience to "buy"
the move; then you must equip the move onto RKII with the Ability Tuning
function. See Section 4 for a list of learnable moves.
ABILITY TUNING: This menu is split into three functions, parameter
customize, technique customize, and RC customize.
Parameter Customize lets you alter RKII's base stats. He has 10 stats, and
they are arranged in opposite pairs:
Speed <-> Jump
Attack <-> Defense
Charge <-> Strength
Weight <-> Thermostat
Aerial Move <-> Spirit
Speed refers to movement only, it does not speed up his moves. Jump refers
to how high he can jump. Attack and Defense are self-explanatory. Charge
refers to how fast his power gauge fills up. Strength is basically how much
life he has. Weight is how heavy he is (the heavier he is, the less
susceptible he is to certain air combos). Thermostat refers to how fast he
overheats. Aerial Move refers to airdash ability. Finally, Spirit refers to
the hidden "Guts" parameter, which determines damage scaling as you go down
in health.
Raising an attribute by 5 points lowers the opposite attribute by 1 point.
Also, intially you will not be able to raise attributes; you must first
purchase kits in the Data Analyze mode, and then equip the kits (by pressing
O on the Parameter Customize screen, then selecting the kit to equip). Each
kit you equip lets you add 20 points to that particular stat. So for instance,
if I purchased and Attack Kit, I could raise my Attack to +20. This would
coincidentally lower my Defense stat to -4.
Technique Customize lets you change RKII's moves. His default moves are
exactly the same as regular Robo Ky's. You'll notice that he has 7 so-called
"Lanes". Each move purchasable in Data Analyze mode has an assocaited Lanes.
Unless you have the Heracles Engine version Omega equipped, you cannot
equip a move to a lane it does not belong to. Thus, you could not give him
Stun Dipper and Megafist (both Lane 1 moves) at the same time.
Each move also has an associated Memory value. RKII can have a total of
11800 Memory. You cannot assign moves that would bring the Memory over this
total regardless of whether you have the Heracles Engine or not. Obviously,
better moves take up more memory.
The final option is RC Customize, which lets you customize the Roman Cancel
status of moves. Upon selection, you'll see a list of moves you've learned
so far. Pressing O on this menu brings up your items list, and here you
can install FRC or YRC chips onto each move. Installing an FRC chip lets
you make that move FRCable, even if the original move is not! Thus, even
though Dizzy's Yoku Hanashi Aite ni Natte Kuremasu is not FRCable, RKII's
version is, provided you install the chip. Chips are again purchased in
Data Analyze mode. Installing a YRC chip reduces the amount of power needed
to (F)RC a move. If a move has YRC (Yellow Roman Cancel) enabled, a standard
roman cancel turns blue instead of red and only takes 25% power instead of
50%. A false roman cancel turns yellow instead of blue and only takes 12.5%
power instead of 25%!
Once you've customized Robo Ky as you wish, exit out of Factory Mode. Be
sure to save all your changes to the memory card in Options. From then
on, whenever you use RKII in Versus, Training, or Scramble modes, all
changes you've made to him will be in effect.
3. SCRAMBLE MODE
Scramble Mode is very nearly identical to Boost Mode. This is a new mode
to GG Isuka's console release that is reminiscent of those old 2-D side-
scrolling action games like Final Fight. In it, you take your selected
character through five stages on various missions.
Scramble Mode only lets you use RKII; however at the end of Scramble Mode,
the points you've earned give you experience at a rate of 100:1. Thus if
you finish Scramble Mode with a total of 1,000,000 points, you will have
gained 10,000 experience points to use in Factory Mode. Thus, before
you can power up your custom Robo Ky as you wish, you will have to play
through Scramble Mode several times.
The controls in Scramble/Boost Mode are slightly different from the
regular Isuka controls:
u - moves into the background
d - moves into the foreground
L1 - jump
R1 + any direction - Boost Dash in that direction
d,d - crouch
The Boost Dash is the easiest way to get around so get used to getting
it.
To earn high points, you will have to get long combos and chains. A
combo is multiple hits on one enemy; a chain is consecutive hits on
multiple enemies. The two are linked in that the longer the combo
you do on one enemy, the longer time can elapse before the chain
is cancelled. Thus if you only hit an enemy once, if you do not hit
another enemy straightaway you won't get a chain; however, get a 10-hit
combo on an enemy, and you will have a few seconds before the chain
status goes away, during which time you should continue to hit enemies
to gain ever more points. At the end of each segment, you will be
rated on maximum chain, maximum combo, and time remaining. You can
potentially gain bonuses for All Chain (being in a chain for the entire
mission) or No Damage (just like it says, not taking any damage).
Finally, there is an Extra entry; the way to get the Extra points
varies by mission and can include beating all of a leader's subordinates
before beating him, getting a chain of a certain length, finishing
a mission very quickly, and so on.
The five stages are Fossil Hamlet, Zepp, Ninja Training, Hells Prison,
and Ruins of a Castle. Each stage has five missions. The missions will
show up at briefly at the beginning. Once you've cleared a mission, you
can move forward. After clearing all five missions, a boss will challenge
you. Defeating the boss finishes the stage. After finishing a stage,
you can choose to continue, or return to the factory. Be warned that
should you die in a stage, you will be sent back to the factory with only
half experience (so 1,000,000 points would only get you 5,000 experience)
so if you do not think you can clear the next stage, it would be better
to go back to the Factory.
The types of missions are as follows:
Exterminate all enemies (敵を殲滅せよ)
Simply defeat all enemies that appear. There will be a small indicator
directly under the timer that shows how many enemies you have left to
defeat.
Defeat the enemy leader (敵リーダーを倒せ)
You will have to defeat the leader, of the group of enemies. He will
be glowing white. Once you defeat him, all other enemies will instantly
die, so you can go immediately after the leader if you want a time
bonus. (Sometimes the leader does not show up until you've defeated
a number of his subordinates). Sometimes you will face more than one
leader; again the indicator under the timer will show you how many
enemies you must defeat.
Stay alive for 60 seconds (60秒間生き残れ)
Just as it says, you need to stay alive for 60 seconds. At the end
of the countdown all enemies will instantly be defeated. If you forget
what the conditions were, you can tell this condition by the fact that
the number indicator of enemies to defeat will be zero.
Defeat X enemies (敵をX人倒せ)
In principle, this is no different from Exterminate all enemies; they
just tell you outright how many enemies you will be facing.
Along the way you'll find breakable containers; these will contain some sort
of item which can help you if you pick it up.
Small Medal - gives you 1000 points
Large Medal - gives you 2000 points
Soda - restores a small amount of health
Sandwich - restores a medium amount of health
Steak - restores a large amount of health
Ham - restores all of your health
Red Potion - gives you infinite tension for a short time
Blue Potion - gives you super speed for a short time
Winged Bottle - warps you to a bonus stage after the mission finishes,
then warps you to the stage's boss after the bonus stage,
then warps you to a certain mission on the next stage after
defeating the boss
4. ROBO KY MARK II BASIC MOVES
Here is a basic movelist for RKII. All of his special moves are customizable
and will be covered in the next section, "Data Bank". The given damage score
is for a Robo Ky with +/- 0 Attack. Attack scores are given in percentage
points, so if your Robo Ky has an Attack of +100 he will do +100% damage,
or twice whatever is listed.
Basic Moves Command C Damage
Punch P R 25
Kick K R 16
Slash S (close) R/J 30
Far Slash S (far) R 38
Hard Slash H R/F/X 52
Dust D R/X 15
Crouching Punch d/db/df+P R/X 18
Crouching Kick d/db/df+K R/X 12
Crouching Slash d/db/df+S R/X 34
Crouching Hard Slash d/db/df+H R/F/X 50
Jump Punch (MA) P R 20
Jump Kick (MA) K R/J 22
Jump Slash (MA) S R/J 30
Jump Hard Slash (MA) H R/X 28
Air Dust (MA) D R 12x12
Forward Punch f+P R/X 55
Forward Hard Slash *1 f+H X 12
Dead Angle Attack (GC) f+two R/X 25
Throw (T) f/b+H R 55
Air Throw (MA)(T) f/b+H - 55
Back Attack K+S R/J 20
Line Change Attack F+P R/J 36
Line Tobashi Attack F+S R/J 37
Normal Moves
Ita-Ky-geki *2 f,[f]+P/K/S/H F 50
Zadan-Ky *3 d/db/df+D - 0
Power Moves
Gen-Ky Lovers *4 qcf, qcf+P - 12x27
*1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50).
*2 If not cancelled, Robo Ky gains power while recovering. Note this move
must be done while in a full dash.
*3 Lays a mat on the ground. Robo Ky gains power while standing on the mat.
*4 Starts a countdown. During the countdown Robo Ky's power fills slowly
automatically. After the countdown a shockwave goes off (the attack
part of the move) and Robo Ky's power drops to zero.
FRC Timing
Hard Slash: ?-frame window from immediately when attack hits.
Crouching Hard Slash: ?-frame window from when Robo Ky begins to recover
from crouch.
Ita-Ky-Geki: ?-frame window from just as attack hits.
******************************************************************************
EX Mode Changes
New Moves
Sweep d/db/df+D R/X 32
Tolonitrotoluene Henshitsu *1 qcf, qcf+P F 20xn
*1 Power move. Tolonitrotoluene is TNT, btw.
Altered Moves
Crouching Slash d/db/df+S R 22
Crouching Hard Slash d/db/df+H R/X 40
Jump Slash (MA) S R/J 28
Jump Hard Slash (MA) H R 26
Forward Punch f+P R/X 40
Forward Hard Slash f+H R 54
Ky Netsuzai *1 rdp+S - 12
Zadan-Ky *2 rdp+P - 0
Gen-Ky Lovers *3 qcb, qcb+S - 12x27
Ky Kokoro no Ichigeki (AMA) hcb, f+H R 36+24+96
*1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50).
*2 Lays a mat on the ground. Robo Ky gains power while standing on the mat.
*3 Starts a countdown. During the countdown Robo Ky's power fills slowly
automatically. After the countdown a shockwave goes off (the attack
part of the move) and Robo Ky's power drops to zero.
Lost Moves
Ita-Ky-Geki
*EX Robo Ky's power gauge is divided into 20 bars instead of ten.
FRC Timing
TNT Henshitsu: ?-frame window as last missile appears
******************************************************************************
5. DATA BANK
Here is a list of the moves you can obtain in Data Analyze. Each move's
entry in the list has a display in the lower right hand corner. The
entries in this display are as follows:
No. - The number of the move.
Lv. - The attack level of the move. Attack levels range from 1-5; the
higher the attack level, the longer the enemy is stunned.
Points - How many experience points are required to purchase the move.
Guard - What levels the move can be blocked. Split into Up, Mid, Low,
and Air. A O indicates that the move can be blocked in that
position; a - indicates the move cannot be blocked in that
position; and a X indicates that the move will not hit in that
position.
FRC/YRC - Whether the move has FRC/YRC enabled yet or not. X indicates
the move can be enhanced as such but has not had the proper
chip installed; - indicates that the move may not be RC'ed;
and O indicates that the proper chip has indeed been installed.
Movie - Toggles whether to show the move in the background of the display.
Press R2 to toggle the movie on or off.
Memory - How much memory the move takes. RKII cannot exceed a max memory
of 11800.
A quick look at the list reveals that #76 is missing. By its location it
seems to be some sort of general upgrade rather than a move, but I have
not yet figured out what it does.
Again, damages are given for an attack +/-0 Robo Ky.
LANE 1
01. Kurattoku Ky? 喰らっとくカイ?
Points: -
Memory: 1100
Command: qcf+S
Damage: 10x3 at no power, 14x4 below half, 18x5 above half
(EX) 20 at no power, 16x3 (S), 22x5 (H)
FRC Timing: ?-frame window as bazooka first appears.
Default Robo Ky move. Fires a small bazooka forward. At higher levels,
the bazooka will lock the opponent down while you can continue to attack.
In EX mode, S consumes two power blocks and H consumes three.
02. Stun Dipper スタンディッパー
Points: 2000
Memory: 1300
Command: qcf+S
Damage: 12+32
FRC Timing: ?-frame window just before second hit.
Sliding move from Ky. FRC can be used as a fake-out (to tempt the opponent
to keep blocking), after which you can throw them or set them up for
some other tactic.
03. Hakushu de Mukaete Kudasai 拍手で迎えてください
Points: 1000
Memory: 1200
Command: qcf+P/K/S/H
Damage: 22xn
FRC Timing: ?-frame window as hoop appears.
May's dolphin-summoning move. P/K/S summon increasingly further from
RKII, whereas H finds the opponent's current location and summons there.
Holding the button down delays the summon, but holding it down long enough
will cause multiple dolphins to appear.
04. Tandem Top タンデムトップ
Points: 1000
Memory: 1200
Command: qcf+S/H
Damage: 40/50
FRC Timing: ?-frame window as RKII completes spin.
Millia's green disc move. S version is good in comboes, H version is
effective after knocking the opponent down to force them into a guessing
game on wakeup. Both versions can be FRCed.
05. Dranka Shade ドランカーシェイド
Points: 400
Memory: 600
Command: qcf+S
Damage: 30
FRC Timing: ?-frame window as screen reaches maximum extension.
Eddie's shadow wall move, this will reflect projectiles. It also floats
the opponent very high on counterhit, so using an FRC can allow an air
combo after this move.
06. Megafist メガフィスト
Points: 600
Memory: 600
Command: qcf+P/qcb+P
Damage: 50
FRC Timing: ?-frame window as punch extends.
Potemkin's jumping fist move. Stuns a decent amount; backwards version
staggers on counterhit.
07. Nani ga Deru ka Na? 何が出るかな?
Points: 800
Memory: 900
Command: qcf+S
Damage: 80 (bomb), 36xn (meteor), 44 (hammer), 25 (mini-Robo Ky), 10 (poison)
FRC Timing: None.
Faust's item summon. Changing lines causes the items to disappear. Bombs
can hurt both RKII and any opponents. Donuts and chocolate may also be
summoned, which will heal whoever picks that item up.
08. Gekirin 逆鱗
Points: 600
Memory: 800
Command: (AMA) qcf+S
Damage: 40, 30 (air), 32x3 (charged), 28x2 (air charged)
FRC Timing: ?-frame window as kick completes arc.
Jam's reverse kick. Good move that hits mid, can be charged with Asanagi
no Kokyuu (in Lane 7) for more damage/hits.
09. Glitter is Gold グリターイズゴールド
Points: 500
Memory: 400
Command: qcf+S
Damage: 10
FRC Timing: None.
Johnny's coin throw. Pretty much useless unless used in conjunction with
Mist Finer, in which case it can power Mist Finer up to Level 2/3.
10. Rashousen 羅鍾旋
Points: 1000
Memory: 1700
Command: qcf+S
Damage: 1+80
FRC Timing: None.
Axl's exploding chain move. This move is unblockable and hence is very
effective in a battle royale. It's rather slow, however, and this move
cannot be FRCed to make up for it. Also takes up quite a bit of memory.
11. Shitsu 疾
Points: 500
Memory: 700
Command: qcf+S
Damage: 18/30
FRC Timing: ?-frame window as projectile appears.
Anji's butterfly projectile. If blocked, it turns into a second projectile
that hits mid for 30 damage. Best used once the opponent is knocked down
to set up the 'butterfly trap'; however this is more easily escaped in
Isuka thanks to the addition of guard cancel line changes.
12. Exe Beast エグズビースト
Points: 700
Memory: 700
Command: qcf+S
(EX) qcf+S/H
Damage: 36
(EX) 36/40
FRC Timing: ?-frame window as RKII begins to crouch.
Testament's beast summon. Projectile will appear behind opponent. In EX
mode, can be done with H to summon a beast that moves forward from RKII.
Can be used in effective rushdown when FRCed.
13. Kouutsu Onkai 抗鬱音階
Points: 650
Memory: 800
Command: (AMA) qcf+S
Damage: 12xn
FRC Timing: ?-frame window as note first appears. (Only air version FRCable
for EX)
I-No's note projectile. The further it travels before hitting the opponent,
the more hits it will do (and thus more damage). After the projectile
appears, you can press and hold up or down to guide the projectile. EX
version stays in place and responds to all four directional commands.
14. Undertow アンダートウ
Points: 1000
Memory: 2100
Command: qcf+S
Damage: 60
FRC Timing: ?-frame window as backfist hits.
Slayer's unblockable backfist. Slow and only useful as a surprise move.
Unlike Slayer's version, can be FRCed, and if it hits in a corner you can
thus combo off of it.
15. Sono Mama Kaette Konaide Kudasai そのまま帰ってこないで下さい
Points: 2000
Memory: 600
Command: (AMA) qcf+S/H
Damage: 24; 40 (golf ball), 25 (flowerpot)
FRC Timing: ?-frame window as projectile first appears.
Zappa's ghost projectile. Although Zappa can perform this move until he
runs out of ghosts, RKII does not have any ghosts and thus can only do this
one at a time. If the ghost hits, the opponent becomes possessed, and
golf balls, flowerpots, or banana peels (trips the opponent, does no
damage) may randomly fly at them.
16. Roger Rush ロジャーラッシュ
Points: 1000
Memory: 1200
Command: qcf+S
Damage: 36x5
(EX) 36x3
FRC Timing: ?-frame window as projectile first appears.
One of Bridget's bear summons. Will stagger on hit; disappears if RKII
touches it. Unlike Bridget, RKII does not need to 'set' the location
by setting a yoyo, although this means that he has less control over where
the summon will appear.
LANE 2
17. Ky-denpa カイ電波
Points: -
Memory: 1000
Command: (T)hcb+K
Damage: 8xn+35
FRC Timing: None.
Default Robo Ky command throw. Sucks tension out of the opponent and
gives power to Robo Ky. The more tension the opponent has, the more hits/
damage this throw will do.
18. Overhead Kiss オーバーヘッドキッス
Points: 650
Memory: 900
Command: (T)hcb+K
Damage: 40
FRC Timing: ?-frame window as hammer hits.
May's command throw. Will cause a wall bounce that can be comboed off of.
RKII can FRC this throw, although in most cases you don't need to FRC it
to combo off of.
19. Damned Fang ダムドファング
Points: 650
Memory: 1900
Command: (T)hcb+K
Damage: 92
FRC Timing: ?-frame window on miss animation.
Eddie's command throw. Only the whiff animation can be FRCed. Does a fair
amount of damage for a command throw, so might as well go for it.
20. Potemkin Buster ポチョムキンバスター
Points: 3000
Memory: 1700
Command: (T)hcb+K
Damage: 140
FRC Timing: ?-frame window as RKII releases opponent.
Potemkin's command throw. Has a very wide throw range; RKII can actually
FRC this throw, making it comboable (Potemkin could only do so in a corner).
21. Gamma Blade uブレード
Points: 800
Memory: 1100
Command: hcb+K
Damage: 32
FRC Timing: None.
Chipp's pseudo-projectile; holds the opponent in place briefly when it
hits. EX version, like EX Chipp's version, does not hold the opponent in
place, only knocks them down.
22. Youshijin 妖刺陣
Points: 300
Memory: 500
Command: hcb+K
Damage: 12
FRC Timing: ?-frame window as spear first extends.
Baiken's guard cancel spear. RKII does not perform this as a guard cancel.
Floats very high on counterhit, meaning air combo is possible after doing
this move.
23. Kenroukaku 剣楼閣
Points: 700
Memory: 1100
Command: (AMA) hcb+K
Damage: 14x3, 12x3 (air), 15x4 (charged), 16x4 (air charged)
FRC Timing: ?-frame window on first hit.
Jam's invincible rising kick. Does more hits and more damage when charged
with Asanagi no Kokyuu.
24. Hachisubako 蜂巣箱
Points: 550
Memory: 900
Command: hcb+K
Damage: 60
FRC Timing: ?-frame window as hit completes.
One of Axl's reversals. Can even reverse projectiles (although it's not
guaranteed to hit in such a situation); if the reversal succeeds, the
hit may be FRCed for further combo potential.
25. HITOMI
Points: 900
Memory: 1100
Command: hcb+K
Damage: 30
FRC Timing: None.
Testament's tree summon. Upon setting, tree will come up if opponent
walks over area or after a certain amount of time elapses. Only one
tree may be set at a time. RKII does not have Master of Puppets so he
cannot power this move up.
26. Chi wo Suu Uchuu 血を吸う宇宙
Points: 650
Memory: 700
Command: hcb+K
Damage: 70
FRC Timing: ?-frame window on miss animation.
Slayer's command throw. Whiff animation can be FRCed. Like Slayer's version
in Isuka, does not stagger the opponent as before.
27. Jagged Roger ジャッグドロジャー
Points: 1200
Memory: 800
Command: (AMA) hcb+K
Damage: 20x3
(EX) 20x5
FRC Timing: ?-frame window as projectile appears.
Another of Bridget's bear summons. Causes a bladed tanuki to appear on
screen. Like Roger Rush, RKII does not set the location of this move
by setting the yoyo, so he cannot control where this move will appear.
28. USB500
Points: 500
Memory: 1400
Command: hcb+K
Damage: 7x18
FRC Timing: ?-frame window as bolts first hit.
Unique Robo Ky air grab throw (similar to Anji's On). If FRCed, causes
the opponent to be trapped in the globe of energy in midair for a short
time, meaning you can thus air combo off of it.
LANE 3
29. Mad Struggle マッドストラグル
Points: 800
Memory: 1100
Command: j.qcf+S
Damage: 8x6
FRC Timing: ?-frame window on first or fourth hits.
Venom's downward charge move. Not that great, does not stun long and
you may thus be counterattacked, but can be FRCed. RKII does not have
the H version like Venom does.
30. Chounai-Ky Bargain 町内カイばーげん
Points: -
Memory: 1100
Command: j.qcf+S
Damage: 20 at no power, 60 below half power, 25x4 above half power.
(EX) 20 at no power, 40 (S), 25x4 (H)
FRC Timing: None.
Default Robo Ky projectile. When below half power, missile homes. When
above half power, projectile splits into four pieces that all home.
EX versions perform the same, though S consumes two power bars and H
consumes three.
31. Midair Stun Edge 空中スタンエッジ
Points: 450
Memory: 900
Command: j.qcf+S/H
Damage: 33
FRC Timing: ?-frame window as projectile appears.
Ky's midair projectile. Unlike Ky, RKII's FRC point is immediately as the
projectile appears, not right before landing, making this slightly more
versatile than Ky's version.
32. Bad Moon バッドムーン
Points: 700
Memory: 700
Command: j.qcf+S
Damage: 24+19x2
FRC Timing: ?-frame window as descent begins or ends.
Millia's air-to-ground move. Has two FRC points, meaning you can either
cancel the move, or combo after the move hits. A decent move for rushdowns.
33. Ai 愛
Points: 800
Memory: 1000
Command: j.qcf+S
Damage: 1+30
FRC Timing: ?-frame window immediately as bomb is released.
Faust's midair bomb move. The explosion can hurt both RKII and any
opponent. Good for keeping the opponent at bay or for counteracting any
anti-air moves.
34. Chemical Aijou ケミカル愛情
Points: 1500
Memory: 1500
Command: (AMA) hcb, f+K
Damage: 50
FRC Timing: ?-frame window as energy bolt first appears.
I-No's wide-screen projectile. Reaches very far; can be FRCed to air
combo in certain situations.
LANE 4
35. Ky-Genshou カイ現象
Points: -
Memory: 700
Command: qcb+S
(EX) qcf+K
Damage: 30 at no power, 40 below half power, 50 above half power.
(EX) 30, 40 when mildly heated, 50 when almost overheated.
FRC Timing: ?-frame window as RKII turns into a horse.
Default Robo Ky move. Causes RKII to charge forward as if on a horse.
Speed and attack power both go up as power goes up. EX version responds
to the status of the heat gauge, not the power bar.
36. Riot Stamp ライオットスタンプ
Points: 800
Memory: 600
Command: qcb+S
Damage: 40
FRC Timing: ?-frame window right after bouncing off wall.
Sol's wall stomp move. If cornered, can serve as a quick overhead. Like
Sol's version, FRC point is immediately after leaving the wall.
37. Greed Sever グリードセバー
Points: 1500
Memory: 1400
Command: qcb+S -> S
Damage: 25+42
FRC Timing: ?-frame window on second hit.
Ky's default overhead move. Unlike Ky, RKII can add a second hit by
pushing S again very quickly once it hits; this second hit can be
FRCed for even more combo potential.
38. Lust Shaker ラストシェイカー
Points: 850
Memory: 900
Command: qcb+S or mash S
Damage: 12xn
FRC Timing: None.
Millia's hair shaking move. Great for racking up hit counts in Scramble
Mode, can also be good to cause guard damage or simply to lock the
opponent down.
39. Invite Hell インヴァイトヘル
Points: 1000
Memory: 800
Command: qcb+S/H
Damage: 40
FRC Timing: ?-frame window as drill appears.
Eddie's drill summon. Unlike Eddie, RKII only has the S/H versions and not
the P/K versions, thus he cannot summon drills behind himself. However,
RKII can FRC both the S and H versions of the move.
40. Slide Head スライドヘッド
Points: 550
Memory: 600
Command: qcb+S
Damage: 40
FRC Timing: ?-frame window as RKII hits ground.
Potemkin's ground shake. If RKII hits the ground, this move is an
unblockable shockwave that trips the opponent but does no damage. Indicated
damage is for when the move actually hits the opponent, in which case it is
not unblockable.
41. Mist Finer ミストファイナー
Points: 1500
Memory: 2000
Command: qcb+P/K/S
Damage: 35/32/29, 60 (Level 2), 22x9/20x9/19x9 (Level 3)
(EX) 68/60/64, 80/72/76 (Level 2)
FRC Timing: ?-frame window as party favor extends (first hit on Level 3).
Johnny's standard move. Can be powered up to Level 2/3 by using Glitters
is Gold. Level 2 can hit multiple opponents and makes the opponent
unable to tech. Level 3 is a multitude of slashes. In EX mode, no longer
powered up by Glitters is Gold and functions as a reversal. Level 2
reversals indicate that the command is input exactly as the hit comes
in.
42. Kai 戎
Points: 600
Memory: 800
Command: qcb+P/S
Damage: 32/50
FRC Timing: ?-frame window on hitting ground (P), ?-frame window on
starting descent (S).
Anji's stomp. S version much higher than P version, both can be used
to confuse the opponent.
43. Ball Seisei ボール生成
Points: 600
Memory: 900
Command: qcb+P/K/S/H
Damage: -
FRC Timing: ?-frame window immediately as ball appears.
Venom's ball summon. Balls will show up in varying patterns depending
on which ball is summoned last. Damage and speed depends on the attack
used to actually put the balls in motion.
44. Zeinest ゼイネスト
Points: 900
Memory: 800
Command: (AMA) qcb+S
Damage: 10
FRC Timing: None.
Testament's web summon. Up to two webs may be placed at once. Traps
the opponent if they pass through the area it appears.
45. Yoku Hanashi Aite ni Natte Kuremasu よく話し相手になってくれます
Points: 900
Memory: 700
Command: qcb+P/K/S/H
Damage: 25x3/25x2/45/45
FRC Timing: ?-frame window after crow appears.
Dizzy's ice fish summon. P and K are multiple bites, with K travelling
further. S and H are lasers, S moving upwards and H moving downwards.
After summoning, must wait for about 1 second before this move can be
performed again.
46. Mappa Hunch マッパハンチ
Points: 900
Memory: 900
Command: qcb+P/S
Damage: 40
(EX) 20
FRC Timing: ?-frame window at end of charge.
Slayer's charging fist punch. EX version does less damage, but unlike
EX Slayer, RKII cannot follow this move up with linkable attacks. Not
very useful in EX mode.
LANE 5
47. Ky-maku Home Run カイ幕ホームラン
Points: -
Memory: 2300
Command: dp+H
(EX) (AMA)dp+S/H
Damage: 30 at no power, 30+50 below half power, 16+30+110 above half power.
(EX) 30 at no power, 20+40 (S), 30+50 (air S) 40+60 (H), 16+60 (air H)
FRC Timing: None.
Default Robo Ky move. In normal mode, if the first hit hits above half
power, turns into the Ita-Ky-Geki super. In EX mode, S consumes 2 power
blocks and H consumes three.
48. Volcanic Viper ヴォルカニックヴァイパー
Points: 2000
Memory: 1400
Command: (AMA) dp+S/H
Damage: 40+25, 32+20 (air S), 40+20 (air H)
FRC Timing: ?-frame window on first hit.
Sol's anti-air move. Does two hits. RKII does not have the Dragon Install
version, naturally.
49. Restive Rolling レスティブローリング
Points: 600
Memory: 1100
Command: dp+H
Damage: 30+20xn
FRC Timing: ?-frame window as RKII leaves the ground.
May's anchor spin move. After performing, a direction + H may be pressed
to direct May to spin in that direction.
50. Tsuyoshishiki Ten'i 毅式転移
Points: 500
Memory: 400
Command: dp+P/K/S/H
Damage: -
FRC Timing: ?-frame window as RKII reappears.
Chipp's teleportation. Can be FRCed to reduce recovery time. P and K
make RKII move forward, S moves backward, and H seeks to the nearest
opponent and makes RKII appear in midair above him.
51. Youzansen 妖斬扇
Points: 500
Memory: 1200
Command: j.dp+H
Damage: 44
FRC Timing: ?-frame window as RKII completes arc.
Baiken's air move. Does a 360 arc that hits in all directions. Can be
FRCed late which doesn't help much in comboes but cuts down on recovery
time.
52. Ryuujin 龍刃
Points: 1200
Memory: 1000
Command: (AMA) dp+H
Damage: 54, 66 (air), 90 (charged), 98 (air charged)
FRC Timing: ?-frame window as RKII first charges forward.
Jam's charging kick. Very powerful when charged, can cause wall bounce.
53. Axl Bomber アクセルボンバー
Points: 600
Memory: 1000
Command: j.dp+H
Damage: 45
FRC Timing: ?-frame window at beginning of attack.
Axl's upwards air thrust. RKII can only do the air version, which has had
its damage toned down in Isuka, so the "Axl Bomber Loop" is not nearly
as effective now.
54. On 陰
Points: 1000
Memory: 2000
Command: dp+H
Damage: 90
FRC Timing: ?-frame window at beginning of ascent.
Anji's air catch throw. If FRCed, causes RKII to recover in midair (which
can thus be used for a fast mid attack or mixup); cannot be FRCed if the
throw succeeds.
55. Carcass Ride カーカスライド
Points: 1200
Memory: 500
Command: dp+S/H
Damage: 36/50
FRC Timing: ?-frame window as ball first appears.
Venom's billiard ball bounce. S version is at a shallow angle and travels
further. H version is at a steep angle but does not travel as far.
56. Starship スターシップ
Points: 1000
Memory: 1100
Command: (AMA) dp+H
Damage: 22x4, 18x3 (air)
FRC Timing: ?-frame window on third hit.
Bridget's invincible wakeup move. If FRCed on the 3rd hit, can be continued
into an air combo.
LANE 6
57. Dame na Yatsu wa Nani wo Yatte mo Dame 駄目な奴は何をやっても駄目
Points: -
Memory: 1500
Command: qcf, qcf+S
Damage: 10x18+50
FRC Timing: ?-frame window on first punch.
Robo Ky's default super. Causes a fast series of punches and then a
headbutt. Useful for getting high combo scores in Scramble mode.
58. Tyrant Rave ver. Beta タイランレイブver.Beta
Points: -
Memory: 1700
Command: qcf, qcf+S
Damage: 80+60
FRC Timing: ?-frame window on first hit.
Sol's giant flame super. Covers a large area of the screen so can be
effective when many opponents are bunched up together.
59. Gamma Ray ガンマレイ
Points: -
Memory: 3300
Command: qcf, qcf+S
Damage: 13+26x2+25xn
FRC Timing: ?-frame window on second laser.
Dizzy's gigantic super. Takes 100% tension but does insane amounts of
damage. Unlike Dizzy, RKII can FRC on the second laser (before the
second tension spark and thus consuming only 75% tension); since the
first hit causes all following hits to be done at 200% damage, this makes
the following air combo extremely damaging.
60. Bellows Malice ベロウズマリス
Points: -
Memory: 700
Command: qcf, qcf+S
Damage: 40xn
FRC Timing: None.
Zappa's Raou super. Covers a huge area of the screen and can do lots of
damage, though usually not many of the hits will actually hit. Decent
against multiple opponents.
LANE 7
61. Flying 飛行
Points: 700
Memory: 600
Command: u,u
Damage: -
FRC Timing: ?-frame window as ascent or descent begins.
Eddie's flying maneuver. Can be FRCed to reduce vulnerability, though
not terribly useful.
63. Suzuran 爵走
Points: 1200
Memory: 1000
Command: hcb+K
Damage: -
FRC Timing: ?-frmae window at end of run.
Baiken's run forward. Auto-guards any non-low attacks, making it useful
to get close to the opponent.
64. Asanagi no Kokyuu 朝凪の呼吸
Points: 400
Memory: 1700
Command: d,d+K/S/H
Damage: -
FRC Timing: ?-frame window as orb of energy appears.
Jam's powerup, will give charges for Ryuujin, Kenroukaku, or Gekirin.
Only one charge each may be stored at a time. Unlike Jam's version, can
be FRCed to cut down on time while still retaining the charge (Jam's
version is naturally faster).
65. Hover Jump ホバージャンプ
Points: 800
Memory: 400
Command: rdp+K
Damage: -
FRC Timing: None.
I-No's ground-to-air dash. Can be used for mixup games, though a little
hard to use properly since it is a command move and not a straightforward
dash.
MISCELLANEOUS
66. Speed Kit スピードKit
Points: 700
Memory: -
Adds 20 to the possible speed parameter.
67. Jump Kit ジャンプKit
Points: 600
Memory: -
Adds 20 to the possible jump parameter.
68. Attack Kit アタックKit
Points: 900
Memory: -
Adds 20 to the possible attack parameter.
69. Defense Kit ディフェンスKit
Points: 900
Memory: -
Adds 20 to the possible defense parameter.
70. Charge Kit チャージKit
Points: 800
Memory: -
Adds 20 to the possible charge parameter.
71. Strength Kit ストレングスKit
Points: 900
Memory: -
Adds 20 to the possible strength parameter.
72. Weight Kit ウエイトKit
Points: 600
Memory: -
Adds 20 to the possible weight parameter.
73. Thermostat Kit サーモスタットKit
Points: 600
Memory: -
Adds 20 to the possible thermostat parameter.
74. Aerial Kit エアリアルKit
Points: 700
Memory: -
Adds 20 to the possible aerial move parameter.
75. Spirit Kit スピリットKit
Points: 600
Memory: -
Adds 20 to the possible spirit parameter.
76. ???
77. FRC Chip
Points: 600
Memory: -
When installed on a move, allows that move to be FRCed. Not all moves can
be made FRCable.
78. YRC Chip
Points: 800
Memory: -
When installed on a move, turns normal roman cancels into false roman
cancels (thus making them only 25% power) and false roman cancels into
yellow roman cancels (making them cost only 12.5% power).
79. Heracles Engine Version Omega ヘラクレスエンジン
Points: 50000
Memory: -
Once purchased, can be installed or uninstalled at will. Removes all
lane restrictions, so that two Lane 1 moves can be used at the same
time. When in effect, all commands revert to their original commands
(thus Nani ga Deru Ka Na? becomes qcf+P instead of qcf+S, etc.). Be
warned that assigning two moves with the same command generally causes
one of the moves to be unusable.
6. SECRETS
There are various things that can be unlocked in Scramble Mode. Please note
that warp items can only be picked up while a mission is active; if you
wait until after the mission, it reverts to what it was before. Thus for
instance, in 1-A, after getting the Chain 20 that you need for the Extra
Bonus, IMMEDIATELY break up the container and pick up the warp item before
you defeat the remaining enemies.
GIANT ROBO KY
With difficulty set to at least normal, earn at least 1,400,000 points
by the time you finish Stage 5; do not use any warp points. You will be
given an option to return to the factory. Choose not to and you'll end up
facing a Giant Robo Ky. He's big and tough, but if you stick right next
to him and pound away you should be able to defeat him. Defeating him
unlocks Kakusei Sol and Kakusei Ky (the powered-up versions you just
fought at the end of Stage 5); press Start twice over their character
pictures so that a blue medal shows up in order to use them. Note that you
must have first unlocked EX Sol and EX Ky.
TYRANT RAVE VERSION BETA
To unlock this chip in Data Analyze, perform the following:
1. In 1-D, defeat five or more enemies with an overdrive, then break the
container and pick up the warp item.
2. In 2-D, defeat the man in black that shows up before defeating the
enemy leader. Break the pot and pick up the warp item.
3. In 3-E, break the pot and pick up the chip to unlock Tyrant Rave.
BELLOWS MALICE
To unlock this chip in Data Analyze, perform the following:
1. In 2-A, defeat the first group of 6 enemies quickly so that you earn the
Extra Bonus (before the clock hits 110). Break the pot and pick up the warp
item.
2. In 3-A, defeat the man in yellow who shows up partway through the mission
if you go far to the right. A container will appear; break it and pick up
the warp item.
3. Complete 4-B normally.
3. In 4-C, defeat all 15 of the leader's subordinates first. Break the pot and
pick up the warp item.
4. In 5-D, defeat all of the leader's subordinates first. A container will
appear; break it and pick up the chip to unlock Bellows Malice.
GAMMA RAY
To unlock this chip in Data Analyze, perform the following:
1. In 1-A, earn a chain of at least 20, then break the pot and pick up the
warp item.
2. In 2-B, get at least a 30-hit combo, then break the pot and pick up the
warp item.
3. In 3-C, take no damage until the timer reaches 110 (guard damage is ok).
Break the container and pick up the warp item.
4. In 4-D, defeat enemies until the extra bonus indicator shows (10 sec
left), then break the upper pot and pick up the warp item.
5. In 5-E, break the pot and pick up the chip to unlock Gamma Ray.
Earning a chain of 20 in 1-A can be tough, as there are only 14 enemies.
To succeed, you'll need to LOWER your attack power to at most +20 or
so, so you don't kill enemies in one hit; then mash K, hitting a group of
enemies, turn around, and mash K and hit another group. The key point
is if you hit the same enemy twice with enough time in between hits,
it'll count as more than one towards a chain.
7. CREDITS
Sammy, ArcSystem Works, and Ishiwatari Daisuke for another great game
This FAQ copyright 2004 to Edward Chang. Retransmission in any form
without express permission of the author is strictly forbidden.