Skullgirls/Robo-Fortune/Team Building

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Assist Strategies

  • 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), Annie (H Knuckle)
  • 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), H Destruction Pillar (Annie)
  • 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), H Knuckle (Annie)
(s.HK conversion assists) M Nail (Painwheel) M George (Peacock), H Hurl (Beowulf), H Hairball (Filia), H Knuckle (Annie)
  • 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), H Knuckle (Annie), L/M/H Shot (Black Dahlia)

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.

Tagging

Assist Combos

H Updo

Good DP assist that squeezes more damage into combos and creates new reset opportunities.
Robo/H Updo Compilation

Pillar

Similar functions to H Updo.
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HK 2HK Pillar 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.

(video)


A-Train

Great anti-air hitgrab that allows Robo to gain heads midcombo, allowing for high frontloaded damage.
Note: The videos attached are from a previous patch. The only major differences are the M Danger stagger optimizations.
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5MK 5HK A-Train 2HK
dash 5MK 2HP
jHP djc
jMK jHK(6) j236HP
5LK 5HP 214MK
236MK
5[MP]
5LP(x2) 5[MP] 5MK 5HP 236HK 236PP

8692

1

Anywhere

Universal

2LK Starter, 0 head start.

(video)

LP+LK
A-Train 236LP
2HK
dash 5MK 2HP
jHP djc
jMK jHK(6) j236HP
5LK 5HP 214MK
236MK
5LP(x2) 5[MP] 5MK 5HP 236HK 236PP

6909

1

Anywhere

Universal

Throw starter, 0 head start.

(video)

2LK 2MP 5MK 5HK A-Train 2HK 2HK
2HP
TK j236HP
dj jMK jHK j236HP
5[MP] 5HP 236HK
OTG 5LK 5HP 214MK
5LP(x2) 5[MP] 5MK 5HP 236HK 236PP

9312

1

Corner

Universal

Corner 2LK starter, 0 head start.

(video)

236LK 236KK
OTG 2MP 5HK A-Train 2HK
dash 5MK 2HP
jHP djc
jMK jHK(6) j236HP
5LP(x2) 5[MP] 5MK 5HP 236HK 236PP

6957

2

Anywhere

Universal

L danger conversion using 236KK pull to convert. 0 head start.

(video)

5HK 2HK 236KK
OTG 2MP 5HK A-Train 2HK
dash 5MK 2HP
jHP djc
jMK jHK(6) j236HP
5LP(x2) 5[MP] 5MK 5HP 236HK 236PP

8495

2

Anywhere

Universal

5HK conversion using 236KK pull to convert. 0 head start.

(video)


H Lock n' Load

Tacks on some extra damage and can be used to cover 5HK/2LK/Throw reset attempts from 5MP.
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2MK 2HP sjc dl.jHP
jc jLP dl.jMK land rejump
jLK dl.jMK dl.jHP 236HP+Assist Call
dash 236MK dash 5LK 5[MP]
5LPx2 5[MP] 5MK 5HP 236HK 236PP

7131

1

Anywhere

Universal, except for Double.

  • The timing on the first jHP is weight specific, but the delay timings on the other normals after that are all pretty consistent across the cast.
  • Works with most lockdown assists as well

(video)

Assist Resets

Two Touch Sequences

Hungern Rush

Notation Meter Cost Location Character Specific? Notes Video
2LK 2MP 2MK 5HK + Assist Call 2HK
dash 236MK
5HP Umbrella Tag
214MK
(!)
dash 9jLP (bobble pop)
6LP 2MP 5HP [4]6MP
236LP (max grinds)
dash 2HP
jMP jHP 214MK
5MP(x2) 6HP 214MK
6LP 5MP(x2) 6HP + Call Beam Assist [4]6MP 623PP 236PP/KK

2

Anywhere but corner

Light and Mediums

  • Funky 2 Touch using Oki from Umbrella's tag.
  • Works as long as Umbrella's tag doesn't put them inside the corner.
  • Can choose which side she hits on by delaying the dash jump, either same side jLP or cross up Bobble pop.
  • Alternative route linked in video.

(video)

External Links


General
FAQ
Controls
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HUD
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Game Data Legend
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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
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