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ctm-robo

MUGEN implementation of Chrono Trigger's character Robo

Robo is a three-button character (a+b+c keys) made for MUGEN 1.0. This is not a final version but it should be playable.

What’s missing:

Moveset

Robo is a slow character. He hits hard but can’t combo very well. His supers have a medium range, but it can be hard to combo into them if your opponent runs away.

Robo’s second jump activates his Robo Burner. It relies on fuel, displayed below him. You can hold down Up, Left or Right while jumping and Robo will fly in that direction. You can also fly diagonally up. Fuel replenishes while grounded.

In addition, Robo’s Air Medium Punch and Air Hard Punch use up some fuel (10% and 15%, respectively) to execute to its fullest. Robo’s air attacks are faster and more comboable.

Finally, his ground Hard Punch has some super armor frames.

Special Moves

Requires 500 Power and 50% Fuel. Robo uses his thrusters to quickly fly towards his opponent. He grabs his opponent, flies them into the air, turns them upside down, then crashes them into the ground.

Robo does a diagonal tackle into the air. The button used determines the attack’s trajectory and damage.

Robo creates a small explosion around him.

Requires 30% Fuel if performed in the air. Robo sends his fist flying towards the opponent. The button used determines the fist’s speed.

Super Moves

Requires 1000 Power. Similar to Area Bomb. Robo opens up and electrocutes anyone who comes too close.

Requires 1000 Power. Robo throws a multi-punch in front of him. The attack ends with a small explosion. This super move can be comboed from other moves.

Requires 1000 Power. Robo shoots a short-range laser towards the enemy.

Special Mode

Requires 3000 Power. Robo overloads and electric arcs appear around him. His thrusters are forcefully activated, so only air attacks can be performed while in this state. Fuel reserves are unlimited until his Power depletes completely.

Final Move

Spends all remaining Power. Robo pulls a big cannon out of nowhere, and shoots a huge energy beam.

12p Mode

Robo’s 12p mode is based on MvC’s Ironman. He uses 4 buttons instead of 3. a, b and c are Light, Mid and Heavy Attack, respectively, and x is the Launcher Attack, which can be used to start an air combo.

In his 12p Mode you also get access to an Air Dash (pressing twice in the same direction while in the air), a Super Jump (D, U). His Air Heavy Attack can be aimed up or down. Damage scaling is implemented: this is, as a combo goes on for longer, additional attacks will inflict less and less damage.

12p Special Moves

Enables flight for a short while.

Ironman channels energy from his hands. This attacks attracts enemies that get caught in it.

An energy explosion that repels enemies.

An energy beam from Ironman’s chest.

Ironman drops a pair of bombs. Can hit an opponent that’s lying down and put them into a combo.

12p Super Moves

Requires 1000 Power. Ironman calls on his trusted Proton Cannon and fires it horizontally. Both the cannon and the beam can hit the opponent.

Requires 1000 Power. Same as before, but fired diagonally. Again, both the cannon and the beam can hit the opponent.

Requires 3000 Power. Ironman charges toward the opponent. If the move connects, they will be dragged and a powerful Unibeam will be fired at them. Has invicibility frames on startup. Qualifies as a throw. This move is not affected by damage scaling.

Use my code for whatever you want. Chrono Trigger and all of its characters are property of Square-Enix. Ironman belongs to Marvel. This creation/adaptation was made for entertainment, not for profit. If you want to host this, modify or use it for your own purposes, try to contact me first.

Credits and Acknowledgments

Thanks to: