3.16
Network Mode ● Network transmission is updated. Minor interface bug is fixed
Network Mode
● Network transmission is updated. Minor interface bug is fixed


Network Mode ● Network transmission is updated. Minor interface bug is fixed
Network Mode
● Network transmission is updated. Minor interface bug is fixed

Server (10 day period) concluded and both servers are now available.
Server (10 day period) concluded and both servers are now available.

Thank you for playing ROBO OH online to help improve the development of the server ! Beta servers, Osaka, Japan, and Virginia, USA, will be unavailable for about 10 days. An update will be posted again when the servers become available.
Thank you for playing ROBO OH online to help improve the development of the server ! Beta servers, Osaka, Japan, and Virginia, USA, will be unavailable for about 10 days. An update will be posted again when the servers become available.

Kyanta 2 × ROBO OH collaboration part 2: Ultra Fight Da! Kyanta 2 GRANDSKY has just arrived from ROBO OH planet and is now fighting on Kyanta2 planet! Now, as of patch 57.00 of Ultra Fight Da! Kyanta 2, which is introducing server online mode, GRANDSKY has become a playable chara

Kyanta 2 × ROBO OH collaboration part 2: Ultra Fight Da! Kyanta 2
GRANDSKY has just arrived from ROBO OH planet and is now fighting on Kyanta2 planet! Now, as of patch 57.00 of Ultra Fight Da! Kyanta 2, which is introducing server online mode, GRANDSKY has become a playable character. Let's show a few of the attacks

Attacking fiercely... and another robot has appeared, too?


New collaborative portraits illustrated by Mr. harama

Kyanta 2 × ROBO OH collaboration part 2: Ultra Fight Da! Kyanta 2 GRANDSKY has just arrived from ROBO OH planet and is now fighting on Kyanta2 planet! Now, as of patch 57.00 of Ultra Fight Da! Kyanta 2, which is introducing server online mode, GRANDSKY has become a playable chara

Kyanta 2 × ROBO OH collaboration part 2: Ultra Fight Da! Kyanta 2
GRANDSKY has just arrived from ROBO OH planet and is now fighting on Kyanta2 planet! Now, as of patch 57.00 of Ultra Fight Da! Kyanta 2, which is introducing server online mode, GRANDSKY has become a playable character. Let's show a few of the attacks

Attacking fiercely... and another robot has appeared, too?


New collaborative portraits illustrated by Mr. harama

Network Mode ● Address was updated for Virginia, USA server
Network Mode
● Address was updated for Virginia, USA server

Network Mode ● Address was updated for Osaka, Japan server
Network Mode
● Address was updated for Osaka, Japan server

Network Mode ● A minor configuration change is live on client and server programs to address previous issues and evaulate the performance
Network Mode
● A minor configuration change is live on client and server programs to address previous issues and evaulate the performance

Network Mode ● New transmission method for ping and input data is live on client and server programs. The method is currently being evaluated to the previous method Character Changes ● DRAGONOH: Flame Breath attacks startup moved from frame 20 to frame 30, recovery frames increas
Network Mode
● New transmission method for ping and input data is live on client and server programs. The method is currently being evaluated to the previous method
Character Changes
● DRAGONOH: Flame Breath attacks startup moved from frame 20 to frame 30, recovery frames increased by 5

Osaka, Japan server test and development period finished, and the server is available. At this time there are no changes
Osaka, Japan server test and development period finished, and the server is available. At this time there are no changes

Osaka, Japan server will be unavailable during a test and development period. An update will be posted again when the test and development finished ※During the test and development period, Osaka, Japan server may return "unavailable", or "version mismatch" messages
Osaka, Japan server will be unavailable during a test and development period. An update will be posted again when the test and development finished
※During the test and development period, Osaka, Japan server may return "unavailable", or "version mismatch" messages

Osaka, Japan server test and development period finished, and the server is available. At this time there are no changes
Osaka, Japan server test and development period finished, and the server is available. At this time there are no changes

Osaka, Japan server will be unavailable during a test and development period. Virginia, USA will still be available. An update will be posted again when the test and development finished ※During the test and development period, Osaka, Japan server may return "unavailable", or "ve
Osaka, Japan server will be unavailable during a test and development period. Virginia, USA will still be available. An update will be posted again when the test and development finished
※During the test and development period, Osaka, Japan server may return "unavailable", or "version mismatch" messages
The test and development aims to improve the network speed

Network Mode ● 15 icons have been added for personalization. A character icon is chosen before connecting to the server. The icon, as well as player nickname, are preserved to the config file when closing the game for re-use: ● 4 icons have been added to indicate the player respo
Network Mode
● 15 icons have been added for personalization. A character icon is chosen before connecting to the server. The icon, as well as player nickname, are preserved to the config file when closing the game for re-use:

● 4 icons have been added to indicate the player response time to the server. The icons are visible in the lobby and matching area:

● When matching, a recommendation for Input Delay will appear based on the combined response time. The recommendation is intended to stabilize the frame rate as much as possible:

● Minor re-arrangements have been made to the network interface
Network Mode (planned developments)
There are plans to improve the overall transmission and RTT speed, and implement spectator mode. In the long term, network mechanisms may be improved
The server performance continues to be evaluated

Network Mode ● Server Virginia, USA, has been added for NA region. For each server individually the performance is currently being evaluated, so changes are possible during this period

Network Mode
● Server Virginia, USA, has been added for NA region. For each server individually the performance is currently being evaluated, so changes are possible during this period

Network Mode ● Lobby is now visible during the matching process Bug Fix ● Fixed bug where RAREOHHH could not enter the standing state while linking the crouching Light Attack to standing Light Attack from far distance
Network Mode
● Lobby is now visible during the matching process
Bug Fix
● Fixed bug where RAREOHHH could not enter the standing state while linking the crouching Light Attack to standing Light Attack from far distance

★ NEW Network Mode! (Beta) ● When enabled, '1P VS 2P' Mode becomes a network battle. As a beta development, the network performance level will be gauged to make improvements. The release version is planned as a free update for ROBO OH 1) Enable Network Mode. Press ESC to access P

★ NEW Network Mode! (Beta)
● When enabled, '1P VS 2P' Mode becomes a network battle. As a beta development, the network performance level will be gauged to make improvements. The release version is planned as a free update for ROBO OH
1) Enable Network Mode. Press ESC to access Program Menu, and change 2P MODE from 'LOCAL' to '(BETA) NETWORK'. When playing the game, go to BATTLE → 1P VS 2P
2) Type 'Player Nickname', choose 'Player Setting', and 'Connect'. The '1P HOST' player can create a match and adjust settings, while '2P' player can select the desired match from a host
3) '1P HOST' choose the match settings, and both players choose 'READY' to begin the battle. If 'Shortcut Bar' has been previously enabled from the Program Menu, the left top corner will become an indicator of network quality and data
※ Regarding 'Input Delay', if the framerate is low due to far distance or other reasons, you can increase 'Input Delay' to improve the framerate as much as possible
This is a development that is currently served from Osaka, Japan. Diminishing network speed may be experienced by regions outside Japan until an additional server can be placed. As a beta development, the network performance level will be gauged to make improvements. As usual, feedbacks and reports are appreciated ! Please note the development status:
(!) Currently, the total elimination of desync is in development. If desync occurs, a red message displays at the center bottom. However, the battle is allowed to continue even in this case, until a peer finishes the battle. A new battle will start in sync again
(!) The server load and performance is being gauged in regards to multiple peers
(!) There may be a bug or unexpected issue
The future goals are to increase the network speed, place an additional server, and improve the mechanism
Bug Fix
● Fixed bug where RAREOHHH could not enter the standing state while linking the crouching Light Attack to standing Light Attack

Character Changes ● RAREOHHH: Kick Arts second attack hitbox slightly expanded downwards and should no longer miss some crouching characters Bug Fix ● Fixed bug where RAREOHHH Kick Arts second attack would improperly gain the high attack property ● Fixed bug where in Hyper Duo mo
Character Changes
● RAREOHHH: Kick Arts second attack hitbox slightly expanded downwards and should no longer miss some crouching characters
Bug Fix
● Fixed bug where RAREOHHH Kick Arts second attack would improperly gain the high attack property
● Fixed bug where in Hyper Duo mode the incoming partner's energy was not adjusted properly if the previous partner's energy had increased above it
● Fixed bug where in Hyper Duo mode the incoming partner's Super attack would sometimes improperly inherit some properties from Command Heavy Attack if the attack button was held during the last directional input

CPU Opponents ● RAREOHHH should now use Laser more properly, depending on the difficulty setting Character Changes ● AUTOFIVE: Stomp directional input may now be performed with either backward or forward ● AUTOFIVE: Combiner Dash directional input is now easier to perform (New an
CPU Opponents
● RAREOHHH should now use Laser more properly, depending on the difficulty setting
Character Changes
● AUTOFIVE: Stomp directional input may now be performed with either backward or forward
● AUTOFIVE: Combiner Dash directional input is now easier to perform (New and Classic).
● MAXCYBER: Cyber Dash directional input is now easier to perform (New and Classic)

Character Changes ● RAREOHHH: Overdrive Laser is now invincible from frame 1 to 15, and is now eligible for the attack queue. Overdrive Jet will now descend more slowly. Crouching Light Attack far version is now projectile resistant from frame 6 to 18 ● NEKOGAMI: Light Crashing B
Character Changes
● RAREOHHH: Overdrive Laser is now invincible from frame 1 to 15, and is now eligible for the attack queue. Overdrive Jet will now descend more slowly. Crouching Light Attack far version is now projectile resistant from frame 6 to 18
● NEKOGAMI: Light Crashing Ball hitstun is reduced from 25 to 20