Skullgirls: Robo-Fortune

  1. Skullgirls Robo Fortune
  2. Skullgirls Robo Fortune Tier List
  3. Skullgirls Robo Fortune
  4. Skullgirls Robo Fortune Combos
  5. Skullgirls Robo Fortune Move List
  6. 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!

< Skullgirls‎ Robo-Fortune

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+
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< Skullgirls‎ Robo-Fortune
AbbreviationMeaning
General legend
(N)Multi-hit move hits only N times. Omitted if all hits are used.
xNNormal that chains into itself pressed N times
[X]Hold down X
]X[Release X
X~YX then Y done in quick succession
X/YX or Y
!XX triggers a burst
FastfallCancelling 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.
OTGFollowing move hits off the ground, after a red bounce
CHCounter hit
sjSuper jump
djDouble jump
jcJump cancel
ADCAirdash cancel
IADInstant airdash
TKTiger 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
Character legend
Full move nameAbbreviated nameInput
Double jump canceldjcJump during an air normal / air throw while
you still have double jump action available
Theonite BeamL Beam / M Beam / H Beam236LP / 236MP / 236HP
Headrone ImpactMine214MK while having at least one Headrone
Danger! Head Swap Action!L Danger236LK
Danger! Flailing Arm Hazard!M Danger236MK
Danger! Rotating Component Hazard!H Danger236HK
Catastrophe Cannon AlphaCannon236PP
Magnetic TrapMagnet236KK


Character weight classes
LightsFilia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly
MediumsCerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune
HeaviesDouble, Big Band


=
789
456
123
=
up-backupup-forward
backneutralforward
down-backdowndown-forward


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


NotationDamageMeter CostLocationCharacter Specific?NotesVideo
2LK 2MP 5MK 2HP
jMK jHK
djc jMK jHK
5[MP] 5MK 2HP
jLP jMP jHK
walk 5LPx2 5[MP] 5MK 5HP 236HK 236PP

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.

2LK 2MP 5MK 2HP
jLK jMK
djc jLK jMK
2MP 5MK 2HP
jMP jHK
djc jLP jHK
walk 5LPx2 5[MP] 5MK 5HP 236HK 236PP

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.

2LK 2MP 5MK 2HP
jHP j236HP
dj 9jLK jMP j236HP
jLP jMP j236HP
5LPx2 5HP 236HK
walk OTG 5LK 5[MP] 5MK 5HP 236HK 236PP

7331

1

Corner

Universal (difficult on some Lights and Double)

  • Corner BnB, it is a bit demanding timing wise and the combos listed above also work fine in the corner, but it is worth learning for the damage. See the Solo Combo section below for weight-specific variants.
  • Can also substitute the 1st jMP for a jHK [3, 6] (all hits) for some better consistency on mediums, and adding 20 more damage (7351)

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.

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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

NotationDamageMeter CostLocationCharacter Specific?NotesVideo
2LK 2MP 5MK 2HP
jMK jHK
djc jMK jHK
5[MP] 5MK 2HP
jLP jMP jHK
walk 5LPx2 5[MP] 5MK 5HP 236HK 236PP

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.

2LK 2MP 5MK 2HP
jLK jMK
djc jLK jMK
2MP 5MK 2HP
jMP jHK
djc jLP jHK
walk 5LPx2 5[MP] 5MK 5HP 236HK 236PP

6573

1

Anywhere

Universal

jLK jMK djc BnB, more damage but needs more timing.

2LK 2MP 5MK 2HP
jHP djc jLP jMK
5MP 2HP
jLK jMK jHP djc jMP
5LK 5[MP]
5LPx2 5[MP] 5MK 5HP 236HK 236PP

6768

1

Anywhere

Universal

Good damage and provides an air-throw reset point on lightweights by holding the first 5MP.

2LK 2MP 5MK 2HP
jLK jMK jHP
djc jMK jHP
2MK 2HP
jMP 2jHK j236HP
5LPx2 5[MP] 5MK 5HP 236HK 236PP

6940

1

Anywhere

Universal

Optimal route, but with difficult timing that can depend on character weight.

  • If 5[MP] has trouble connecting, remove it.


2LK 2MP 5MK 2HP
jHP j236HP
dj 9jLK jMP j236HP
jLP jMP j236HP
5LPx2 5HP 236HK
walk OTG 5LK 5[MP] 5MK 5HP 236HK 236PP

7331

1

Corner

Universal*

  • Technically Universal, but difficult on some Lights and on Double.
  • Can also substitute the 1st jMP for a jHK [3, 6] (all hits) for some better consistency on mediums, and adding 20 more damage (7351)
2LK 2MP 5MK 2HP
jMK j236HP
dj 9jLK jMP j236HP
jLP jMP j236HP
5LPx2 5[MP] 5HP 236HK
walk OTG 5LK 5[MP] 5MK 5HP 236HK 236PP

7382

1

Corner Idle champions - baby snowy owlbear familiar pack download free.

Lights

More consistent (and damage) than the normal corner BNB on lights

2LK 2MP 5MK 2HP
jHP j236HP
dj 9jLP jMK jHK (all hits) j236HP
5LPx2 5[MP] 5HP 236HK
walk OTG 5LK 5[MP] 5MK 5HP 236HK 236PP

7145

1

Corner

Double/Big Band

More consistent corner combo on Double and Big Band.

5HK

NotationDamageMeter CostLocationCharacter Specific?NotesVideo
5HK 2HK
236KK
5LK 5MK 2HP
jLK jMK
djc jLP jMK
2MP 2HP
jMP jHK
5LPx2 5[MP] 5MK 5HP 236HK 236PP

6816

2

Anywhere

Universal

Gains 1-2 Heads. Simple combo for comboing off of the dust with meter.

5HP

NotationDamageMeter CostLocationCharacter Specific?NotesVideo
5HP 214MK
5MK 2HP
jLK jMK
djc jLP jMK
2MP 2HP
jMP jHK
5LPx2 5[MP] 5MK 5HP 236HK 236PP

5753

1

Anywhere

Universal

Uses 1 head. Simple combo for converting from sHP using 214MK.

Double Snap

NotationDamageMeter CostLocationCharacter Specific?NotesVideo
2LK 2MK 2HP
(uncombo 5LP 2MK 2HP)
repeat

N/A

1

Corner

Universal

No Heads, simple, requires slight timing on the 5LP pickups but not too bad.

2LK 5[MP] 2HK (Until you have 3 heads)
(uncombo 5LPx2 2MK 2HP)
repeat

N/A

1

Corner

Universal

Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal.

2MP 2HP 236HK (uncombos)
repeat

N/A

1

Corner

Universal

No Heads, simple and requires no precise timing.

2LK 5MK 5HK 2HK
(uncombo 5MK 5HK 2HK)
repeat

N/A

1

Corner

Lights/Mediums preferred, Tricky on Heavies

Doesn't require much timing, might be most time/damage efficient

2LK 5MK 5HK 2HK
(uncombo 2LP 5MK 5HK 2HK)
repeat

N/A

1

Corner

Universal, but tricky on Lights

Preferred use on Heavies, otherwise use just sMK sHK cHK

2LK 5MK 5HK 2HK
(uncombo micro-walk 2HK)
repeat

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.
NotationDamageMeter CostLocationCharacter Specific?NotesVideo
2LK 2MP 5HK 2HK Pilliar 214MK 236KK
2MP 2MK 2HP
jHP j236HP
dj 9LK jMP j236HP
jLP jMP j236HP
5LPx2 5[MP] 5MK 5HP 236HK 236PP

10130

2

Corner

Universal

High Damage corner combo. Needs 1 Head and 2 bars.

Damage/Undizzy Ratios

MoveDamage/undizzyDamage (max scaling)Undizzy
214HK (3 head + taunt)105010500
214HK (3 head)6006000
214HK (2 head)4004000
214HK (1 head)2002000
214MK1901900
214LK1701700
214HK1734020
236HP1530020
j.236HP1530020
214MK1224020
214LK1020020
5HK9.16666666727530
5MP8.316620
5HP7.46666666722430
j.MP714020
236LP/MP6.513020
j.236LP/MP6.513020
2HP618030
j.HK5.33333333316030
2MP4.759520
5MK4.759520
j.MK4.759520
5LP4.6666666677015
2HK4.66666666714030
2MK4.258520
j.HP4.16666666712530
5LK3.6666666675515
2LK34515
j.LK34515
2LP2.3333333333515
j.LP2.3333333333515
Skullgirls robo fortune story



Skullgirls 2nd Encore+
General
Characters
Mechanics
Attacks •
Team Mechanics •
Advanced •
Other
Patch Notes •

Skullgirls Robo Fortune Combos

Retrieved from 'https://wiki.gbl.gg/index.php?title=Skullgirls/Robo-Fortune/Combos&oldid=112051'
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