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:
- Remake Robo Tackle into an horizontal dash
- Remake Area Bomb into an explosive command throw
- Rethink the Fuel mechanic
- Specific character interactions (intros, winposes, double techs, maybe)
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
- Robo Launcher:
D, DB, B, a/b/c
(Air)
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 Tackle:
F, D, DF, a/b/c
(Ground)
Robo does a diagonal tackle into the air. The button used determines the attack’s trajectory and damage.
- Area Bomb:
D, DB, B, a/b/c
(Ground)
Robo creates a small explosion around him.
- Rocket Punch:
D, DF, F, a/b/c
(Ground/Air)
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
- Shock:
D, DB, B, D, DB, B, a/b/c
(Ground)
Requires 1000 Power. Similar to Area Bomb. Robo opens up and electrocutes anyone who comes too close.
- Uzzi Punch:
D, DF, F, D, DF, F, a/b/c
(Ground). Requires 1000 Power.
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.
- Omega Laser:
D, B, D, F, a/b/c
(Ground)
Requires 1000 Power. Robo shoots a short-range laser towards the enemy.
Special Mode
- Electrocute:
a+c
(Ground)
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
- Prometheus Cannon: D, B, D, F, a/b/c (while Electrocute is active)
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
- Flight:
D, DB, B, x
(Ground/Air)
Enables flight for a short while.
- Repulsor Blast:
D, DB, B, a/b/c
(Ground)
Ironman channels energy from his hands. This attacks attracts enemies that get caught in it.
- Repulsor Spread:
c
(while performing Repulsor Blast)
An energy explosion that repels enemies.
- Unibeam:
D, DF, F, a/b/c
(Ground/Air)
An energy beam from Ironman’s chest.
- Smart Bomb:
F, D, DF, a/b/c
(Ground/Air)
Ironman drops a pair of bombs. Can hit an opponent that’s lying down and put them into a combo.
12p Super Moves
- Proton Cannon:
D, DF, F, a+b/b+c/a+c
(Ground)
Requires 1000 Power. Ironman calls on his trusted Proton Cannon and fires it horizontally. Both the cannon and the beam can hit the opponent.
- Angled Proton Cannon:
F, D, DF, a+b/b+c/a+c
(Ground)
Requires 1000 Power. Same as before, but fired diagonally. Again, both the cannon and the beam can hit the opponent.
- Iron Avenger:
D, DB, B, a+b/b+c/a+c
(Ground)
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.
Copyright, licensing, etc.
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:
-
My friends and family, for supporting me all this time.
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The Spriters Resource for the sprites. Rips by Tonberry2k, Nemu, Dazz and many others were incredibly useful.
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The Chrono Compendium. In particular, the user Dirtie ripped a ton of Chrono Trigger sound effect and made them available to everyone.
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The guys at the Mugen Fighters Guild Forum, for answering my questions and helping me learn. Their Code Library/Snippet Section rocks.
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So many MUGEN creators: PoTS, SMEE, Bia, warusaki3 and everyone who creates stuff that others can use.
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Square (now Square-Enix) and the team that created Chrono Trigger.
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Elecbyte, of course, for creating the awesome fighting game engine that is MUGEN.
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And you…