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    FAQ/Strategy Guide by Wyvern_Four

    Updated: 03/07/09 | Printable Version | Search Guide | Bookmark Guide

    Custom Robo Game Mechanics guide
    Archived by WYVERN_FOUR
    ____________Version II____________
    Custom Robo is one of the most popular games in the world. Although the premise 
    at first is simple, strategies and gameplay have much more underlying 
    difficulty than first meets the eye. This guide will assist you in your goal to 
    become one of the Custom Robo Arena Champions.
    This guide is spilt into 4 sections:
    3]Online Strategies
    4]Useful Links
    __________ -Game Mechanics-___________
    All right, the problem here is that the whole "combo" thing is somewhat 
    confusing to understand.
    All you have to do is hit them before the "HIT" message on their status bar 
    disappears. This means that you can actually afford some time to set up attack 
    chains before you actually start downing them.
    The combo damage itself lasts from when you first damage them (HIT message) 
    until they re-birth after being downed.
    You need to use at least 3 different weapons, but not necessarily limited to 
    using them one time each.
    Aerial and ground gun shots count separately toward the 3 weapons, but I am not 
    sure whether aerial bomb/pod fire is different.
    You have 3 hits of regular damage before they are knocked down, and after that, 
    their damage taken is greatly reduced. (60-70 percent) Therefore, you want to 
    do them the majority of the damage all at once and not have to rely on your gun 
    hitting them while they are downed. You want to hit them the hardest at the 
    start before they get downed, then hit them quickly before they rebirth.
    -A quick example of this would be with the Needle Gun, Burrow Bomb P and the 
    Umbrella pod. This combo probably won't get over 380, but it will give you an 
    idea of how to set combos up.
    1]Hit them with the Needle gun, stopping their movement and drawing them in 
    toward you.
    2]Launch a Bomb into the ground in front of them and then hit them with the 
    Needle again, downing them and blasting them into the air with the Pillar type 
    3]Launch the Umbrella pod while they are in the air
    4]Use the charge attack to tack on some extra damage.
    As you can see, it's all about moving them into your traps, then piling on the 
    ..Weapon Limits..
    There is a set limit to how many of a weapon you can have in the field at once; 
    once this limit is met, you will have to wait until there is sufficient spaces 
    for you to use new ones.
    Gun- 10 individual rounds
    Bomb- 4 bombs (unknown if Dual bombs count for 2)
    Pod- 3 individual pods
    Once there are enough places, you are able to re-fire the parts even though not 
    all of them have disappeared. You can observe these limits with the Volcanic 
    bomb or Divide pod. Both use more than one unit at a time and use one less than 
    the limit. However, if one of the units explodes, you are able to fire once 
    again. Thus you can have 4 volcanic bombs and 3 Divide pod units on the field 
    at once.
    ..Critical hits: The optimal range..
    Some guns have a "sweet spot" or range where they do the most damage at. At 
    this range, the majority of the shots hit the other robo and rack up the most 
    damage. Experimentation is needed to find out what the optimal range is.
    The critical hit ranges for all the guns can be seen in the Parts list/Damage 
    chart below.
    *All damages were calculated with the Ray Mk III against the training robo/Ray 
    Mk III in the Free Play mode; presumably they are the same robo.
    Keep in mind that these figures are just guidelines for approximating damage. 
    Multi-hit guns are espcially difficult to calculate max damages for because of 
    the multiple rounds that often deal more damage at a certain distance. Ie: not 
    at point blank
    ..Part Letters and their effects..
    You'll notice that some parts have letters placed after their names. 
    ie: Burrow P/Satellite H
    These letters denote the effect of the blast. It is much easier to find a 
    bomb/pod that has the right blast type for your set-ups if you know the 
    meanings of all the letter types.
    Letter Names and their effects:
    Normal (no letter)-diagonally upward (orange/red blast)
    Gazer- upward (small weak blast)
    Horizon-slowly to the side (large white blast)
    Burst-blasts sideways (medium pink blast)
    Destroy-diagonally upward (skull blast)
    Stun-paralyzes foe (small green blast)
    Pillar-upward; leaves a blast zone (tall orange blast)
    Flipper-knocks foe to the side (light blue pillar)
    Cyclone- slowly upward (large blue blast)
    Traction- toward robo that fired the bomb/pod (small yellow blast)
    Knockdown- Knocks opponent down (medium size brown blast)
    X (Explosion)- Diagonally upward high into the air (small brown white blast)
    ..Robo Special Abilitiies..
    As alluded to in the notes section, some/all robos have a secret ability that 
    is not mentioned in the manual/customization screen. The game itself only 
    mentions three of them; the rest are apparently for players to discover on 
    their own.
    Shining Fighter
    "Better intergration" with lag parts gives them better mobility than other 
    robos with similar parts. Has a descending air dash which reduces lag.
    Metal Grappler
    Less DOWN time than other robos and better reload rate.
    Little Raiders
    Traction is similar to the effect from formula legs.
    Incredibly low endurance makes them down from most attacks.
    Little Sprinters
    Traction is similar to the effect from Stabilizer legs.
    Incredibly low endurance makes them down from most attacks.
    Unlimited quick charges at the expense of invincibility
    Cannot be downed by any weapon or charge, as well is invulnerable to blast 
    effects from weapons or charges.
    Lightning Sky
    Has a unique long range single air-dash; also has a descending air dash which 
    reduces lag-time.
    Ray Sky
    Shining Fighter mobility and less down time. Also has somewhat less 
    vulnerability after a dash.
    For robo special abilities, wild soldiers DON'T recover faster after shooting. 
    Creators made a mistake.
    Big Boys recover faster from shots.
    Strike vanishers have shorter down time.
    Burning beast have instant recovery when landing
    Submitted by SHOMASAN (GF Mara)
    The rest of the abilities are unknown at this point; as soon as more 
    information becomes available it will be added, with due credit.
    A compilation of all current accepted Custom Robo Techniques
    -Movement Techs-
    .Short Hop- Pretty much a given, but when you have Ground, Feather or Quick 
    Jumps on (or Burning Beasts) you can repeatedly jump back and forth low to the 
    ground to get a quick burst of speed similar to an air dash. Big Boys can 
    demonstrate this technique the best.
    .Jump cancelling- When you jump and fire a weapon from the air, all movement 
    stops and you can take advantage of the gun/bomb's aerial effects without 
    having to jump as high. You also cancel the slide shot effect, making it easier 
    for you to avoid guns like the V-Laser.
    .Air-dash- The air dash is mainly used to traverse long distances quickly 
    without the danger of being exposed to enemy fire. It can also be used to 
    approach quickly. By tapping A twice near to the ground, you can dash lower to 
    the ground, therefore reducing your vulnerability upon landing.
    [See Stealthdash]
    .Continuous jump- The counterpart to the air-dash. Although less useful for 
    moving quickly, it is better for dodging fire because you are not left on the 
    ground after using it. Time your jumps so that you jump right before the rounds 
    are about to hit you.
    .Wall dash- If you jump while moving alongside a wall, your airspeed will be 
    significantly higher than if you had just been moving in mid-air and you will 
    land farther away. You can really see this the best with Little Sprinters and 
    Sassy Stunners with the Wide Jump legs. In most arenas you can jump across an 
    entire wall without having to use a mid-air jump.
    .Stealth dash- Strike Vanishers and Burning beasts have this special kind of 
    air-dash which allows them to disappear while they are dashing.
    .Prep Spin- You can keep yourself ready to run in any direction (especially 
    stabilizer) by running in a circle. That way, you will be at top speed and 
    ready to go in any direction while you wait for your opponent to rebirth.
    -Gun Techs-
    .Overloading- When you and another robo fire your gun at the same time, if one 
    robo is downed, the other robo's rounds disappear. Try to overload robos whose 
    gun take a long time to reach their opponent or stall in the air.
    *NOTE: Only Gun shots overload. Bomb and pod explosions do not.
    .Slide shot- When running, you can fire your gun and slide in the direction you 
    were running. Use this technique to fire into an open area and then come to a 
    stop behind a wall.
    .Critical hit- Many guns have a range at which they will do the maximum damage. 
    For example, the Halo gun's aerial shot actually does the most damage when used 
    point blank. (150 dmg)
    .Switch Firing- Some guns/bombs shoot differently from the air than on the 
    ground. Fire during a Jump cancel with a gun or bomb to switch the round type.
    Bombs usually fire straight when fired from the air, allowing them to be used 
    akin to a gun (doing damage by hitting the robo instead of the robo being 
    caught in the blast)
    Switch firing also can be used at the end of some charges because of the slight 
    vertical distance gained during the charge. An example of this is Swift or 
    Pike; both use their aerial shots after a charge.
    -Bomb Techs-
    .Switch Firing- See Switch firing in the gun section above
    .Soft landing: You know how when you dash twice (or more) in the air and you 
    have that lag when you land if you're not wearing reduced vulnerability legs? 
    You can cut that out with this. After your dashes (or whenever, really, if 
    you're expecting lag when landing) Prepare to fire your bomb and hold it out 
    until your robo lands. Then, fire, and your robo will be ready to go a lot 
    quicker than if you hadn't done that. Tips to streamline the process is to 
    practice starting the trick just before you land, so you're not in one spot for 
    too long.
    .Drifting: When you prepare to fire a bomb from the air, you drift slowly 
    downward. You know this already, but maybe not how to apply it. You can dodge 
    your enemy's gun if it has low homing and get a nice counterattack by 
    manipulating your drift and letting go to dodge it.
    .Stop on a Dime: You will stop immediately on the ground (and in the air if 
    you're not a dashing LS) when you're firing a bomb. Use that if you've got poor 
    turning/braking and don't have enough time to take a detour away from running 
    into an explosion.
    .Keep moving! : If you want to launch your bombs from the air and still be on 
    the move, but you don't wanna give in and use a Lightning Sky? Try practicing 
    this: Since bombs have no lag after they're fired, dash immediately afterwards. 
    This is pretty brainless, but sometimes it needs to be said.
    -Pod techs-
    .Neutral Pod- When no button is pressed, pods go directly at your opponent, 
    giving you more precise aim for cornering pods.
    -Special Techs-
    .Charge attack- All robos have a charge attack, which is a close range dash 
    designed to allow you to simultaneously negate damage and cause damage. Using a 
    charge attack always downs the opponent. Robos also have different types of 
    charges with differing effects as well.
    Its effect is shown next to its section on the customization screen.
    usually moves in a straight line and hits opponent either slightly ahead of you 
    or into the air, away from your position.
    used for moving closer to the opponent without taking damage. Effect on 
    opponent varies,
    used for avoiding damage while remaining able to damage enemies up close. 
    Knocks enemies away.
    used to hit mid-air enemies. Hits opponents up higher into the air. Also able 
    to be used to jump into the air or over obstacles safely.
    .Combos- Combos refer to an unavoidable attack sequence that happens in a short 
    amount of time. Refer to the "combo" guide in the information section for more 
    .Rebirth invincibility- after being downed, there is a short period of time 
    called the "rebirth" where your robo is invulnerable to damage. The Acrobat 
    bomb/pods exploit this feature and the Little Raider/Sprinter's low endurance 
    stat to give them temporary invicibility. By downing themselves behind walls, 
    they are able to attack without fear of being damaged.
    .Charge shielding- Even if you launch a bomb right next to an opponent, there 
    is still a nanosecond where you can still move. To add on some damage really 
    quick at close range, bomb and then charge right after. Often, just a simple 
    combo like this will net 150+ damage because single bombs don't usually down 
    .Prep Spin- You can keep yourself ready to run in any direction (especially 
    formula) by running in a circle. That way, you will be at top speed and ready 
    to go in any direction while you wait for your opponent to rebirth.
    .Reload Tech- When you are hit by an attack, your gun will stop firing and you 
    will regain movement. This effect is often ignored because of wifi's lag, but 
    you can still you this to your advantage. The acrobat bomb counts as a hit 
    since it takes away some of your endurance. If you launch a bomb ahead of your 
    path and then hit it while firing your gun, you will fire the shot while having 
    your reload vulnerability reduced. To use this in the air, jump, fire a bomb 
    and then fire your gun so that you drift onto the explosion.
    On the ground, fire it ahead of you and use your slide shot to drift onto the 
    ."Check"- keeping a constant threat on your opponent is extremely helpful when 
    playing competitively. Robo sets that can use the bomb pod and gun as well as 
    the charge to threaten and eventually trap the other robo are the most 
    .D'Glitch- When a bomb or pod happens to hit a robo at the exact same time that 
    a charge hits, the robo will not down; instead the robo will miraculously 
    emerge undowned. This can either be a blessing or a curse; not downing means 
    that the robo does not gain the 70% damage buffer, but it also may be able to 
    counter attack.
    ________Online Strategies________
    .Picking your stage: You want to make sure that the stage you pick corresponds 
    to the robo you plan on using and what robo your opponent is using. You can get 
    a hint of what they use most by paying attention their title when your opponent 
    is announced. Titles like "the sparkling" indicate that their most used robo is 
    a Shining Fighter like the Ray MkII , while the title "Get off my Lawn" shows 
    that they favor Old-Timer robos such as Codger or Gramps.
    You can check Killbot's "Title Research thread" to find the current list of 
    title descriptions. However, there is no real way to determine what the titles 
    truly represent or what the conditions are for obtaining them.
    .Customizing your robo: Make sure that your choices are specialized for the 
    stage that you picked. Don't be afraid to change up a few parts from your saved 
    sets to match what robos you anticipate your foe using. Also, try not to be 
    predictable with your choices. If you never change your parts, you will 
    eventually find yourself unable to counter anything once your opponent figures 
    out how to beat you.
    .The robo cannon- the virtual starting block: Unless you have a strong, close-
    range gun, try to fire away from the action, behind a wall or some barrier. 
    This gives you less of a chance of starting the game off already behind in 
    points. Try not to have your cube bounce around too much; it delays your 
    unfolding. You will notice that some places will guarantee opening quicker in 
    most situations/robo sizes. Try to remember where these are, because it will 
    often mean losing 200+ hp because your opponent has the opportunity to use a 
    perfect combo on you.
    .Opening moves: What you should do first depends on each individual set, but 
    there are a couple guidelines.
    You should always have an opening combo worked out, even it just involves your 
    gun and your charge. Don't lose the opportunity to deal 150 damage but waste it 
    fumbling around. Experiment in the training arena to figure out a quick 
    If you are far away, you may opt to just down them quickly with a bomb and 
    prepare your attack while they are downed.
    [[Countering strategies]]
    Although there are seemingly endless customizations of robos, they eventually 
    fall into a generic strategy type.
    .Melee/ Gun Spammer-
    The most common type of strategy used to by newer players, this strategy focus 
    almost completely on the gun's high damage and homing to KO opponents and the 
    charge to repeatedly hit opponents.
    How to counter: Jump often while dropping pods behind you and using your slide 
    shot to dash away from them. As long as you are in the air, you are for the 
    most part invulnerable to damage except by their gun. Circle around them as you 
    approach to negate their round's homing. Also make use of your surroundings to 
    shield yourself. Once you are close enough or they are hit, quickly down them 
    and run away again.
    .Long-Range Flyers
    The second most common strategy used on wi-fi is essentially the same as the 
    melee gunner's, but they use their ability to fly over obstacles and fire 
    without becoming vulnerable to distance themselves from you.
    How to counter: This is one of the easiest traps to fall for. Since they are 
    able to fire high power rounds that will down you easily, you will be hard 
    pressed to win if you do not include at least one anti-air weapon in your 
    customization. One of the best ways to fit this in is a gun that fires 
    differently in the air. By mixing your air and ground shots, and you can keep 
    them stranded on the ground where they are very slow. Also try to go for an 
    overload by downing them quickly so that their high powered shots will 
    Once they land, they will be an easy target for you, so keep on the move, 
    firing only behind walls and after they have just fired until they land.
    Using a Flak-type charge that jumps into the air is also a good foil as they 
    will be instantly downed and unable to get away.
    .Close Range Runners
    This strategy uses either the Little Raider/Sprinter models or Shining Fighters 
    to dodge fire with their high speed. They then attempt to trap you or stun you 
    before unleashing their gun on you.
    How to counter: Because their speed is so high, the only time when you will be 
    able to use a straight-firing gun is when they are sliding or when they are 
    downed. The key to defeating these robos is a customization that emphasizes 
    blocking tactics to trap them in a corner or keep them running around trying to 
    dodge your blasts. Pods are the easiest way to block off paths due to their 
    unique ability to fire in any direction and without slowing down to fire. 
    Another good weapon to use is the V-Laser; it's long range blast shoots to the 
    side and forces them to jump into the air to avoid your fire.
    Take advantage of the Runner's typically low endurance rating and use weapons 
    that can cause many explosions all at once to trap them and negate their gun 
    These robos try to damage you from afar using long range weapons and chip away 
    at your health while you are unable to approach them up close. Sometimes one of 
    the most frustrating opponents because they sometimes can simply stall the 
    match with time running out.
    How to counter: This strategy is a type favored by Aerial Beatuies, Big Boys 
    and Old-Timers. Knowing this, the most efficient way to win them is by keeping 
    them on the ground and behind a wall where they are slow, trapped and unable to 
    damage you. Flying pods do the job best in these situations because they do not 
    overload. Try to limit their range by placing Satellites or Beast pods in the 
    corners or in a line diagonally across the stage for them to run into. Lastly, 
    these robos's gun rounds are usually very easy to overload because of their 
    slower speed and reload time. Since they are mainly trying to trap you in a 
    corner and pummel you, stay in the open and weave behind walls, forcing them to 
    avoid you instead of firing their gun. Once they land, they are an easier 
    target. A direct charge is a good choice to down them; lag can make gun rounds 
    not disappear.
    .Heavy Hitters
    These robos try to outlast your attacks with their high endurance, then slam 
    you with massive amounts of damage before retreating away. 
    How to counter: your main objective is to keep them away from you and unable to 
    approach. Once they are within range of a charge attack, you are defenseless 
    and they can rack up huge combos with little effort. Instead of trying to 
    challenge them head on, try to pin them in one place and do your damage all at 
    once so that the combined effect of your weapons will be enough to down them. 
    Take advantage of their high endurance and juggle them between blasts. On the 
    whole, their mobility is severely limited if they cannot jump due to their 
    single air-dash. Keep them from jumping, at a distance and combo them once they 
    are trapped.
    .Combo Robos
    These robos have a specific combo that they are designed to do. Often, they 
    combine several elements of the aforementioned strategies but are designed to 
    take advantage of a specific combo. The key thing to defeating this style is to 
    understand what weapon begins the combo and focus on avoiding it so that you 
    don't get sucked into the rest of the weapons.
    .First off, always keep a mental tally of your surroundings. By remembering 
    where your opponent launched bombs and pods earlier, you can avoid most simple 
    traps and make simple stationary traps much less useful.
    Also related to this skill is keeping track of your opponent. Count how many 
    air-dashes/jumps your opponent has taken so that you can calculate when to rush 
    in for an attack. Keep special note if you see that your opponent has Plus-One 
    legs- they can surprise you with a last jump to dodge your attack and hit you 
    when you are most vulnerable.
    .Predict where your opponent will move to next and make subtle changes to your 
    attack so that you will be ready for when they try to bolt away. Likewise, 
    learn how to spot a trap coming and move to another place to keep from being 
    .Keep yourself protected. There are no shields aside from charges, so you will 
    have to rely on your jumps and on your environment to prevent losing health. If 
    possible, end aerial jumps/dashes behind walls and end gun attacks by sliding 
    behind a wall.
    .Find their pattern. Most sets have a pattern of attacks. Typically it 
    progresses like this:
    This is because each takes more time to use than the ones before it. By 
    experience, you can decipher the pattern of attacks your opponent uses to trap 
    you and you will learn the steps you need to take to evade the chain.
    If you are realizing that your opponent has learned how to evade your attacks, 
    it is time to switch tactics. Stay in the air/on the ground more. Use a 
    different gun mode. Launch your bombs so that they are trapped in the corners. 
    Place bombs and pods off-screen and run your opponent into a blind trap. If all 
    else fails, focus on evading their attacks so that you don't take damage and 
    let them make mistakes. An expert commander will be able to adapt to all 
    strategies with the set they chose and formulate a counterÉ and the sooner, the 
    .Keep your cool. This goes without saying, but often in the heat of battle, 
    take a moment to reflect on what technique they are using successfully and 
    figure out how to get around it.
    .Don't underestimate your opponent. Often the sets you have never seen before 
    are the ones you are most likely to make big mistakes because you haven't had 
    much experience countering it. In addition, make use of the time that you are 
    shown your opponent's customization to make a quick battle plan.
    .Learn the timing of attacks, reload times, bomb/pod blast fading times and how 
    long it takes on average for your opponent to get out of rebirth. This will be 
    incredibly helpful for you because you can guess at what is happening in the 
    rest of the stage without actually seeing it happen. You can also time attacks 
    so that you are attacking as long as possible while your opponent is 
    .Learn from experience. If your opponent picked Seal Kid last time you picked 
    Nature Park, a set made to counter it will most likely succeed if you pick that 
    same stage again. Or, the opposite could happen. You use a set to counter their 
    previous set- and they pick a counter for your counter! Over time, you can try 
    to predict what your opponent will do in a given situation. Also make an effort 
    to remember what sets they have saved in their garage. Commanders will rarely 
    make a totally new set on the spot unless they are inexperienced because they 
    have more experience with their regular sets.
    .When making sets, focus on how all the parts work together, not just a single 
    combo or how well the set takes over the field. The key to success is a set 
    that combines damage potential, evasiveness, control and unpredictability into 
    one single set.
     __________Sources and Useful Links__________
    Homerun's unofficial all-parts guide
    ShadowWolf's Tips and Techs guide (link broken, message was probably deleted)
    Killbot's Title research thread
    Wyvern's comments:
    This concludes the end of my research up to this point. I hope that in addition 
    to being a reliable, credible source of information, it will also be a place 
    where players can ask for advice, give tips to others, and serve as a showcase 
    for worthy guides. If you would like to submit your guide for inclusion in the 
    useful links section, kindly PM me the link and I will be more than happy to 
    feature it.
    I added a couple more things to the Advanced techniques and linked to one of 
    the Gamefaqs user's guides.
    Version 2 includes a totally new strategy section to the wifi battles and has a 
    couple of newly discovered techniques included as well. All the previous NSider 
    html has been removed and two of the URLs to my sources have unfortunately both 
    been broken since my last revision of this, so I had to remove them.
    As always, I encourage readers to point out mistakes, inaccuracies or confusing 
    portions as well as discuss the material and the evolving strategy in Custom 
    Robo's wifi arena. I am a huge fan of this game and hopefully by reading this 
    guide, some of the enjoyment that I got out of writing this guide will rub off 
    on you. ;)