Skullgirls: Robo-Fortune
- Skullgirls Robo Fortune
- Skullgirls Robo Fortune Tier List
- Skullgirls Robo Fortune
- Skullgirls Robo Fortune Combos
- Skullgirls Robo Fortune Move List
- Skullgirls Robo Fortune Combos
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Robo-Fortune is a ranged harasser and zoning character, keeping her opponents away from her while still maintaining her offensive potency. Robo-Fortune has many ranged attacks which allows her to sustain a barrage of projectiles while keeping a safe distance from counterattacks, allowing her to avoid retaliation. Thanks to the incredible support of Skullgirls’ fans, Robo-Fortune is the last of five additional characters funded by Lab Zero’s Indiegogo campaign to be added to Skullgirls Encore. Robo-Fortune comes equipped with all manner of advanced weaponry, including lasers, chainsaws, and mouse missiles. Lineup art of Robo-Fortune, including her logo and name from the Skullgirls.com Colormapped cycle showing the production process of how Ms. Fortune 's original lineup art was converted into Robo-Fortune's lineup art (animated) A picture from Mane6's Website, showcasing Robo-Fortune and Paprika (from the game Them's Fightin' Herds). This page was last modified on 24 September 2020, at 00:16. This page has been accessed 42,682 times. Privacy policy; About Shoryuken Wiki!
Assists this character provides
5HP (default assist)
An armoredlockdown assist
H Theonite Beam
Neutral assist that covers the horizontal portion of the screen in a multi-hitting beam hitbox, but not the lower portion, so it can be crouched under. Probably one of the strongest assists in the game, due to its potential to lock out enemy assists from full screen and force the opponent to either stop what they're doing to avoid the beam, or block it for a decent amount of chip, and fall prey to a potential mix-up. Just about every character in the game can benefit from this assist.
M Theonite Beam
Mostly useful as a harassment tool, and works as a faster but less oppressive version of H beam. It's a good assist but since H beam is so good, it tends to get overlooked.
Headrone RAM/Impact/Salvo
Headrone assists are quite different from most assists since you need to have a resource to use it. If you set a headrone special move as an assist, Robo-Fortune will do c.HK and leave the screen if you didn't have a head already. On the next assist call, Robo will do the headrone special move you picked and spend her head. If you picked Headrone Salvo (214 HK) as your assist Robo-Fortune will do c.HK until she has three heads before leaving the screen on the first call, unless she already has three headrones ready. Headrone RAM can be used as a zoning/space control assist but is pretty lackluster. Headrone Impact and Headrone Salvo are much better. Headrone Impact is great since it lingers on the screen for so long and the opponent can do very little to deal with it. It can also be used to create safe mix-ups if you place it in the right spot since the opponent can get hit if they press a button. Headrone Salvo is an amazing assist since it can pretty much do anything you want it to: it controls neutral, works as a defensive assist, puts on amazing pressure or lockdown, and pretty much anything else but damage. However, the fact that three heads have to be summoned means that Robo is very vulnerable during the first assist call.
Assists this character especially benefits from
- Resource Building: Robo Fortune thrives with assists that let her stockpile her Headdrones in a combo. This greatly expands her utility: damage, space control, resets, and defensive options become more readily accessible.
- Examples: H A-Train (Big Band), Excellabella (Cerebella)
- Invincible (DP) assists: Lacking in a reliable reversal, Robo Fortune enjoys assists that can help her repel offensive threats.
- Examples: L Bomber (Double), M Beat Extend (Big Band, H Hurl (Beowulf), Napalm Pillar (Parasoul), H Fiber (Ms. Fortune)
- Conversions: Robo Fortune has valuable mixup options with her Throw and s.HK, but lacks meterless ways to convert off of them. Likewise, you can turn her space controlling beams into long range combo starters with assists that force the opponent back towards her. Being able to turn a stray beam into offense threatens any opponents approach and forces them to reconsider their movement.
- Examples: (Assists that do all three) H Bypass (Valentine)
- (Assists that best convert from beams) Drag N Bite (Squigly), Cilia Slide (Double)
- (s.HK conversion assists) M Nail (Painwheel) M George (Peacock), H Hurl (Beowulf), H Hairball (Filia)
- Space Control: Bolstering Robo Fortune's already fantastic neutral game is a fail-safe option. These may not do all of the following, but many assists listed prior also contribute in this way.
- Examples: H Lock n Load or Cerecopter (Cerebella), H Brass (Big Band), H Bypass (Valentine), H Hairball (Filia), L or H Napalm Shot (Parasoul), L Pinion (Painwheel)
DHCs
- Catastrophe Cannon (all versions): Cannon is easily one of the best DHC's in the game. All versions are among the highest damage in their respective meter cost. DHC'ing into cannon removes it's lengthy initial startup, making it a frightening punish tool against opponents caught unprepared. Happy birthday combos can result in killing your opponent's assist character while also inflicting heavy damage onto their point character. This DHC alone makes Robo one of the best utility characters.
- Magnetic Trap: A multipurpose super. This allows Robo to combo off of several supers that otherwise may not allow the point character to follow-up. (Cerebella/s Diamond Dynamo, Eliza's Lady of Slaughter). It also allows Robo to come in an advantageous spot, or makes a blocked reversal super safe. (Parasoul's Sniper > Magnet or Double's Car > Magnet).
- Systematic Circuit Breaker: Robo Fortune's level 3 removes needing situational setups to keep your reversal/Robo safe. The guaranteed invulnerable frames after activation + impending explosion may force the opponent to re-evaluate their offense.
- Circuit Breaker is one of the best Alpha Counters in the game, as Robo Fortune detonates immediately when AC'd in. Despite it being a powerful DHC tool to shift battle, it's equally strong when she's back in the assist slot after activation.
- Good DHC Synergy for Robo Fortune: Some notable combinations for Robo Fortune include the following:
- Robo Fortune Magnet > Painwheel Hatred Install. Trade in Robo's lackluster damage for Painwheel's terrifying damage in install. Robo builds enough meter and buffets the opponent's health enough for most low undizzy Install DHC's to kill by only spending the 2 bars.
- Parasoul Sniper > Robo Magnet. Makes Robo advantageous when the Sniper shot hits after your Magnet DHC. Classic reversal option.
- Robo Magnet > any invincible super. Robo may not have a low cost reversal super, but combining it with another character's level one will blow up any opponent trying to disrespect your wakeup options.
Meter management
Skullgirls 2nd Encore+ | |
General | |
Characters | |
Mechanics | Movement • Defense • Combos • Game Data • |
Other | Launch Options • |
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Abbreviation | Meaning |
---|---|
(N) | Multi-hit move hits only N times. Omitted if all hits are used. |
xN | Normal that chains into itself pressed N times |
[X] | Hold down X |
]X[ | Release X |
X~Y | X then Y done in quick succession |
X/Y | X or Y |
!X | X triggers a burst |
Fastfall | Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup. Example: Double jHP(1), jHK lets Double land from the multi-hit jHP early. |
OTG | Following move hits off the ground, after a red bounce |
CH | Counter hit |
sj | Super jump |
dj | Double jump |
jc | Jump cancel |
ADC | Airdash cancel |
IAD | Instant airdash |
TK | Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball) |
236 | |
214 | |
623 | |
421 | |
[4]6 | (hold for 35 frames), |
[2]8 | (hold for 35 frames), |
360 |
Full move name | Abbreviated name | Input |
---|---|---|
Double jump cancel | djc | Jump during an air normal / air throw while you still have double jump action available |
Theonite Beam | L Beam / M Beam / H Beam | 236LP / 236MP / 236HP |
Headrone Impact | Mine | 214MK while having at least one Headrone |
Danger! Head Swap Action! | L Danger | 236LK |
Danger! Flailing Arm Hazard! | M Danger | 236MK |
Danger! Rotating Component Hazard! | H Danger | 236HK |
Catastrophe Cannon Alpha | Cannon | 236PP |
Magnetic Trap | Magnet | 236KK |
Lights | Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly |
---|---|
Mediums | Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune |
Heavies | Double, Big Band |
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Beginner Combos
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
A basic ground chain combo ending in sweep
A basic ground chain combo ending in a special cancel
A basic ground chain combo ending in a super cancel
Combo Primer
Hit Confirms
- 2LK 2MP 5MK is the standard grounded confirm, as you get to chain two of your lows with an ender that is ±0 on block.
- You will be using j.MP a lot as your aerial confirm as it is very easy to cross-up and chain into your grounded normals. However, this will scale your combo's damage so it's advised to go for a reset as soon as possible if the damage is too low.
- While 2MK is one of robo's most useful tools that leads into a BnB, DO NOT OVERUSE IT as it is -16 on block and none of your cancel options are truly safe. If the 2MK is nicely spaced, your best option will be cancelling into a max-range 5HK for a low/high mixup.
BnB Combos
The combos listed here can need some small character-specific timing changes but are universal.
Notes:
- All double jump cancels are forward jumps.
- Hold down during j.HKs performed right before continuing into a ground chain, as it will steer robo down to the ground and give you an easy way to follow up.
Skullgirls Robo Fortune
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6285 | 1 | Anywhere | Universal | Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended. | |
| 6573 | 1 | Anywhere | Universal | Reliable, more damaging BnB. Requires a bit of delay between inputs in the first air chains in order to get a restand but this should be your main BnB. | |
| 7331 | 1 | Corner | Universal (difficult on some Lights and Double) |
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Skullgirls Robo Fortune Tier List
Conversions
Metered
Magnet Trap (236KK) is a very useful conversion tool, in order to use you have to hold it and release when opponent lands close enough to you, but not close enough that the opponent gets caught in to this super's grab.
This can convert from:
- 5HK (gives enough time to cancel into 2HK before 236KK)
- 236LK/HK (which can be canceled from 5HP)
- Both ground and air throws
You can go into a regular BnB since robo doesn't spend OTG normally unless she wants to be optimal, but IPS will trigger sooner so check 5HK in the solo combo sections for workarounds.
- As shown in the game's fourth trial, Systemic Circuit Breaker (214PP) > dash into buttons can be used to convert from 5HK. This is however something you will not see a lot of use in real situations due to how much meter you spend if you go into a full combo with a lvl 1 ender afterwards. See the 'Which in-game trials are useful for a beginner?' section.
Meterless
- If you have a head, you can cancel 5HP into 214MK and then go into a BnB as you would with 5HK~236KK
- If you haven't used your double jump, you can easily convert from an Air Throw by djc-ing forward into 2LK 2MK 2HP. It is universal but Cerebella and Painwheel require a microdash before the ground chain.
- In the corner, you can convert from both throws with just (2LK) 2MP 2HP.
- The only way to convert from a midscreen Ground Throw meterless is by using assists (Ex: Fukua's H Drill).
- Air-to-air and non-standard jump-in conversions can be done by cancelling into j.MP or j.HK [2] in the case of j.LP, j.LK and j.MK.
Meter Dumping
- 236PP lvl 1/3/5 are your main way to get decent damage from your combos as Robo has a low damage output.
- 236KK scores you a hard knockdown but it isn't as damaging and is pretty niche overall. You'll ever be using this as a combo ender if you want to go for a specific DHC.
Tips
- In midscreen, 5HP 236HK 236PP enders can be replaced by 5HK 2HK 236PP or 5HK 2HKx2 to spawn heads and distance your opponent.
- In the corner, you can end with 5HK 2HK which launches and lets you reset with an air throw.
Which in-game trials are useful for a beginner?
Trial 1 is a single double jump cancel combo ending in unheld 236KK which is okay for learning djcs and how 236KK works, but 2LK 2MK (2HP) is an unsafe starter and 236KK isn't the more optimal super ender damage-wise
Trial 2 demonstrates how you can use 236KK to convert off 5HK 2HK, refer to the 5HK Combo in this page for a more optimal version.
Trial 3 is an useful double djc BnB with a safer on block but non optimal starter, worth practicing.
Trial 4 is a 4 meter 8k damage combo, it demonstrates how Systemic Circuit Breaker dash can be used to convert from 5HK anywhere but with the same amount of meter you can deal 8.9k using the 5HK combo in this page and ending in 236PP Omega.
Solo Combo Compendium
2LK
Skullgirls Robo Fortune
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6285 | 1 | Anywhere | Universal | Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended. | |
| 6573 | 1 | Anywhere | Universal | jLK jMK djc BnB, more damage but needs more timing. | |
| 6768 | 1 | Anywhere | Universal | Good damage and provides an air-throw reset point on lightweights by holding the first 5MP. | |
| 6940 | 1 | Anywhere | Universal | Optimal route, but with difficult timing that can depend on character weight.
| |
| 7331 | 1 | Corner | Universal* |
| |
| 7382 | 1 | Corner Idle champions - baby snowy owlbear familiar pack download free. | Lights | More consistent (and damage) than the normal corner BNB on lights | |
| 7145 | 1 | Corner | Double/Big Band | More consistent corner combo on Double and Big Band. |
5HK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6816 | 2 | Anywhere | Universal | Gains 1-2 Heads. Simple combo for comboing off of the dust with meter. |
5HP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 5753 | 1 | Anywhere | Universal | Uses 1 head. Simple combo for converting from sHP using 214MK. |
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| N/A | 1 | Corner | Universal | No Heads, simple, requires slight timing on the 5LP pickups but not too bad. | |
| N/A | 1 | Corner | Universal | Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal. | |
| N/A | 1 | Corner | Universal | No Heads, simple and requires no precise timing. | |
| N/A | 1 | Corner | Lights/Mediums preferred, Tricky on Heavies | Doesn't require much timing, might be most time/damage efficient | |
| N/A | 1 | Corner | Universal, but tricky on Lights | Preferred use on Heavies, otherwise use just sMK sHK cHK | |
| N/A | 1 | Corner | Lights/Mediums | Requires little-to-no timing, only need the first micro-walk which isn't too hard. |
Team Combo Compendium
H Updo
Skullgirls Robo Fortune Combos
- Good DP assist that squeezes more damage into combos and creates new reset opportunities.
- Robo/H Updo Compilation
Pillar
Skullgirls Robo Fortune Move List
- Similar functions to H Updo.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 10130 | 2 | Corner | Universal | High Damage corner combo. Needs 1 Head and 2 bars. |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
214HK (3 head + taunt) | 1050 | 1050 | 0 |
214HK (3 head) | 600 | 600 | 0 |
214HK (2 head) | 400 | 400 | 0 |
214HK (1 head) | 200 | 200 | 0 |
214MK | 190 | 190 | 0 |
214LK | 170 | 170 | 0 |
214HK | 17 | 340 | 20 |
236HP | 15 | 300 | 20 |
j.236HP | 15 | 300 | 20 |
214MK | 12 | 240 | 20 |
214LK | 10 | 200 | 20 |
5HK | 9.166666667 | 275 | 30 |
5MP | 8.3 | 166 | 20 |
5HP | 7.466666667 | 224 | 30 |
j.MP | 7 | 140 | 20 |
236LP/MP | 6.5 | 130 | 20 |
j.236LP/MP | 6.5 | 130 | 20 |
2HP | 6 | 180 | 30 |
j.HK | 5.333333333 | 160 | 30 |
2MP | 4.75 | 95 | 20 |
5MK | 4.75 | 95 | 20 |
j.MK | 4.75 | 95 | 20 |
5LP | 4.666666667 | 70 | 15 |
2HK | 4.666666667 | 140 | 30 |
2MK | 4.25 | 85 | 20 |
j.HP | 4.166666667 | 125 | 30 |
5LK | 3.666666667 | 55 | 15 |
2LK | 3 | 45 | 15 |
j.LK | 3 | 45 | 15 |
2LP | 2.333333333 | 35 | 15 |
j.LP | 2.333333333 | 35 | 15 |
Skullgirls 2nd Encore+ | |
General | |
Characters | |
Mechanics | Attacks • Team Mechanics • Advanced • |
Other | Patch Notes • |