Post about head IPS / Undizzy rules that you should know about if you play Robo.
When you CREATE A HEAD WITH 2HK, that head tags itself with the combo stage it's at when it spawns.
If you just do 2HK on it's own during neutral, that's a stage 2 head.
If you spawn a head during stage 3, such as sLP sMP cHP > Excellabella assist, then spawn 3 heads, those 3 heads will tag themselves as stage 3 heads.
If you do a launcher, air chain, land, launch into Excella assist (now stage 5), then spawn 3 heads, all those heads will be stage 5 heads.
Stage 2 heads don't add undizzy and don't set it off for their respective RAM / Mine / Missile attacks.
Stage 3 heads add undizzy but can't set it off.
Stage 5 heads add undizzy and set it off if it's at full.
Each head has a separate tag for it's combo stage, meaning you can have 3 heads at stage 2 / 3 / 5 or whatever respectively.
Robo floats newly spawned heads up front and uses them last, and puts old heads at the back and uses them first.
SO, some examples:
If you try and end a combo at max undizzy with a stage 5 head, it will add undizzy and also set it off letting them burst.
If you try and do an extension to your combo with sHP > Mine and that head was stage 3, it will add undizzy but not set it off if it's not full.
If you combo with sHP > Mine and that head was stage 2 and you're decently through your combo, like at stage 3 or 5, it won't add any undizzy and it won't set it off obviously if it's not full.
A stage 5 can only set off undizzy when the undizzy bar is full (duh), and a stage 3 head can't set off undizzy no matter what even if the undizzy bar is full when it's attacking.
This is most important with Stage 3/5 heads that are spawning missiles.
If you spawn Stage 3 heads and then use missiles with them, every single missile will add undizzy points and send the bar from empty to full very quickly, but they won't set off the undizzy bar once it reaches max.
If you spawn Stage 5 heads and use missiles, all the missiles again will add undizzy points per missile hit, and they will also set it off when it gets to max.
Missiles are currently bugged so that even if they are proc'ing undizzy, they don't display the undizzy effect to let the opponent know they can burst.. but all hits afterwards from any other source will.
So if you end a combo with
Assist > Missiles (Stage 5 heads) > Cannon > (Stage 5 Missiles Hits, and sets off Undizzy quietely without letting the opponent know, but they can burst if they know to hit a button) > Cannon Again
The second cannon will display the Undizzy sparks and play the noise.
You're free to do the above with Stage 2 / 3 heads without them bursting out of the Cannon > Missiles > Cannon chain.
Edit: The most obvious thing to remember is that if you spawn any heads with the common sHK > cHK ender, those ones are the bad Stage 5 ones.
Keep track of your head stages!
What a cool character.
The purpose of this special stage tracking is to prevent SoiD loops for Peacock, but it unfortunately gets in the way of some of Robo's stuff.