Skullgirls/Robo-Fortune: Difference between revisions
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{{SG Character Intro|char=Robo-Fortune|short=rfo|content= | |||
==Story== | ==Story== | ||
Robo-Fortune is the creation of Brain Drain, the psychic director of ASG Lab Zero, and stands as a testament to her maniacal creator’s unmatched pride and petulance. Built to demonstrate loyalty and cunning, Robo-Fortune fails to deliver either to any measurable degree. Employing cutting-edge technology, she sets out to hunt down the Skullgirl, and to engage in easily avoidable conflicts. | Robo-Fortune is the creation of Brain Drain, the psychic director of ASG Lab Zero, and stands as a testament to her maniacal creator’s unmatched pride and petulance. Built to demonstrate loyalty and cunning, Robo-Fortune fails to deliver either to any measurable degree. Employing cutting-edge technology, she sets out to hunt down the Skullgirl, and to engage in easily avoidable conflicts. | ||
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Is the ASG Project’s latest creation the ultimate cybernetic soldier? Have Brain Drain’s mechanical machinations set the world on a treacherous path? Is Robo-Fortune’s faulty programming more of a feature than a bug? Has science gone too far?! | Is the ASG Project’s latest creation the ultimate cybernetic soldier? Have Brain Drain’s mechanical machinations set the world on a treacherous path? Is Robo-Fortune’s faulty programming more of a feature than a bug? Has science gone too far?! | ||
== | ==Overview== | ||
Robo-Fortune is a zoner/keepaway character who uses her amazing mobility, Headrone special moves, and beam projectiles to keep the opponent far away and frustrate them to no end. She also has one of the most powerful assists in the game, which makes her a useful teammate for any character in the game. | Robo-Fortune is a zoner/keepaway character who uses her amazing mobility, Headrone special moves, and beam projectiles to keep the opponent far away and frustrate them to no end. She also has one of the most powerful assists in the game, which makes her a useful teammate for any character in the game. | ||
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* '''Pressure''': Despite being mostly zoning focused, Robo still has a good amount of pressure tools. She can chain into several lows, has a unique combo-able sliding sweep, and a standing overhead "Dust" for basic high/low pressure. She also has the unique ability to double jump cancel her air normals on block, allowing her quick left/right pressure with jMP and jHK. | * '''Pressure''': Despite being mostly zoning focused, Robo still has a good amount of pressure tools. She can chain into several lows, has a unique combo-able sliding sweep, and a standing overhead "Dust" for basic high/low pressure. She also has the unique ability to double jump cancel her air normals on block, allowing her quick left/right pressure with jMP and jHK. | ||
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|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=7362}}</div> | |||
}} | |||
==Stats== | ==Stats== | ||
{{CharacterData-SG | {{CharacterData-SG | ||
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| doublejump=Yes | | doublejump=Yes | ||
| airdash=No | | airdash=No | ||
| iadlockout= | | iadlockout=8 (Install) | ||
| forwardtech=37 | | forwardtech=37 | ||
| backwardtech=37 | | backwardtech=37 | ||
| slidingkd= | | slidingkd=88 | ||
| hardkd=31 | | hardkd=31 | ||
| crumple=32 | | crumple=32 | ||
Line 72: | Line 53: | ||
| airchain=5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | airchain=5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_rfo_shp.png|500px|'''5HP (default assist)''' | |||
Image:SG_rfo_qcfhp_assist.png|500px|'''H Theonite Beam (default assist)''' | |||
Image:SG_rfo_qcbmk.png|500px|'''Headrone Impact (214MK)''' | |||
Image:SG_rfo_qcbhk.png|500px|'''Headrone Salvo (214HK)''' | |||
</gallery> | |||
===5HP (default assist)=== | |||
An [[Skullgirls/Team_Building#Armored_assists|armored]] [[Skullgirls/Team_Building#Lockdown_assists|lockdown assist]] | |||
===H Theonite Beam (default assist)=== | |||
[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|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 Beam is another choice that's faster but doesn't lock down. Not often chosen over H, but it's an option. | |||
===Headrone Impact (214MK)=== | |||
On the first assist call, Robo-Fortune will summon one head with 2HK. On the next call, or if she already has a head, she will spend it to do Headrone Impact. Plants a mine on the ground that stays on the screen for a while. Summoned heads not used will stay when Robo-Fortune becomes the point character. | |||
===Headrone Salvo (214HK)=== | |||
Hidden moussiles. On the first assist call, or if she has only has less than three heads, Robo-Fortune will summon three heads with 2HK. On the next call, or if she already has three heads, she will spend them to do Headrone Salvo. Summons a bunch of missiles that track onto the opponent and forces a pressure situation for the point. Once created, the missiles don't go away, so it can also break the opponent's combos. Summoned heads not used will stay when Robo-Fortune becomes the point character. | |||
==Move List== | ==Move List== | ||
===Character Mechanic: Headrones=== | |||
[[Image:SG_rfo_heads.png|500px|thumb]] | |||
Robo's 2HK has her shoot out heads that follow Robo around. Each of her three 214K special moves will spend the heads. Headrone RAM (214LK) and and Headrone Impact (214MK) will use one head. Headrone Salvo (214HK) will use all the available heads, and powers up depending on the number of heads you have. Each of these moves cannot be done without at least one head. She can have up three Headrones out at once. Doing 2HK with three heads will still execute the move but replace a currently stored head. | |||
While in Det Mode, Robo's heads can be spent on a new special called Warranty Extension (214P). This move allows her to use up 1-3 heads (depending on the button strength used) in order to add more time to her self-destruct timer, at the cost of permanent health damage that increases as she spends more heads. | |||
<br clear=all/> | |||
===Standing Normals=== | ===Standing Normals=== | ||
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| | | | ||
<br> | <br> | ||
* Robo-Fortune sticks her ears upwards and attacks the opponent. The upward angle on this attack, and lack of hurtboxes on her ears | * Robo-Fortune sticks her ears upwards and attacks the opponent. The upward angle on this attack, and lack of hurtboxes on her ears makes it easier to use it as an anti-air than on grounded opponents. | ||
<br> | <br> | ||
| | | | ||
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<br> | <br> | ||
*Robo sticks her hand downard to attack the opponent. Mostly used as combo fodder. | *Robo sticks her hand downard to attack the opponent. Mostly used as combo fodder. | ||
*An early as possible (or buffered during prejump) JLP will hit crouching Eliza, Cerebella, Beowulf, and obviously Big Band. This makes Robo more dangerous than usual for the first three, where she normally has trouble with fast overhead mix up options. | *An early as possible (or buffered during prejump) JLP will hit crouching Eliza, Cerebella, Beowulf, Black Dahlia, and obviously Big Band. This makes Robo more dangerous than usual for the first three, where she normally has trouble with fast overhead mix up options. | ||
*Cannot be used for [[Skullgirls/Advanced_Mechanics#DJ_Instant_Overhead|instant double jump overheads]], as Robo-Fortune's normals become mids when performing a double jump within 2f after a jump. | *Cannot be used for [[Skullgirls/Advanced_Mechanics#DJ_Instant_Overhead|instant double jump overheads]], as Robo-Fortune's normals become mids when performing a double jump within 2f after a jump. | ||
<br> | <br> | ||
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| guard=Mid | | guard=Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties={{Property-SG|Projectile}},<br>Beam | ||
| dmg=650 (375), 1000 ( | | dmg=650 (375), 1000 (400) | ||
| meter=(2.5%) 4.5% | | meter=(2.5%) 4.5% | ||
| startup=18 | | startup=18 | ||
| active=10 | | active=10 | ||
| recovery=23, | | recovery=23, 20 | ||
| hitstop=4 | | hitstop=4, 9 | ||
| hitstun=24 | | hitstun=24 | ||
| blockstun=17 | | blockstun=17 | ||
| onhit=-4, {{Property-SG|Ground Bounce}} | | onhit=-4, {{Property-SG|Ground Bounce}} | ||
| onblock=-11 | | onblock=-11, -3 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File:SG_rfo_qcflp_fd.png|left]]}} | | framedata=[[File:SG_rfo_qcflp_fd.png|left]] [[File:SG_rfo_qcflp_det_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version={{NotationIcon-SG|MP}} | | version={{NotationIcon-SG|MP}} | ||
| guard=Mid | | guard=Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties={{Property-SG|Projectile}},<br>Beam | ||
| dmg=650 (375), 1000 ( | | dmg=650 (375), 1000 (400) | ||
| meter=(2.5%) 7.5% | | meter=(2.5%) 7.5% | ||
| startup=18 | | startup=18 | ||
| active=6 | | active=6 | ||
| recovery=27, | | recovery=27, 24 | ||
| hitstop=4 | | hitstop=4, 10 | ||
| hitstun=24 | | hitstun=24 | ||
| blockstun=17 | | blockstun=17 | ||
| onhit=-4, {{Property-SG|Ground Bounce}} | | onhit=-4, {{Property-SG|Ground Bounce}} | ||
| onblock=-11 | | onblock=-11, -2 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File:SG_rfo_qcfmp_fd.png|left]]}} | | framedata=[[File:SG_rfo_qcfmp_fd.png|left]] [[File:SG_rfo_qcfmp_det_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version={{NotationIcon-SG|HP}} | | version={{NotationIcon-SG|HP}} | ||
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| guard=Mid | | guard=Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties={{Property-SG|Projectile}},<br>Beam | ||
| dmg=650 (375), 1000 ( | | dmg=650 (375), 1000 (400) | ||
| meter=(2.5%) 7.5% | | meter=(2.5%) 7.5% | ||
| startup=15 | | startup=15 | ||
| active=5 | | active=5 | ||
| recovery=22, | | recovery=22, 14 | ||
| hitstop=4 | | hitstop=4 | ||
| hitstun=26 | | hitstun=26 | ||
| blockstun=19 | | blockstun=19, 14 | ||
| onhit=+4, {{Property-SG|Ground Bounce}} | | onhit=+4, {{Property-SG|Ground Bounce}} | ||
| onblock=+2 | | onblock=+2, +6 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File:SG_rfo_jqcflp_fd.png|left]]}} | | framedata=[[File:SG_rfo_jqcflp_fd.png|left]] [[File:SG_rfo_jqcflp_det_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Air {{NotationIcon-SG|MP}} | | version=Air {{NotationIcon-SG|MP}} | ||
| guard=Mid | | guard=Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties={{Property-SG|Projectile}},<br>Beam | ||
| dmg=650 (375), 1000 ( | | dmg=650 (375), 1000 (400) | ||
| meter=(2.5%) 7.5% | | meter=(2.5%) 7.5% | ||
| startup=15 | | startup=15 | ||
| active=6 | | active=6 | ||
| recovery=19, | | recovery=19, 14 | ||
| hitstop=4 | | hitstop=4 | ||
| hitstun=24 | | hitstun=24 | ||
| blockstun=17 | | blockstun=17, 13 | ||
| onhit=+4, {{Property-SG|Ground Bounce}} | | onhit=+4, {{Property-SG|Ground Bounce}} | ||
| onblock=+1 | | onblock=+1, +2 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File:SG_rfo_jqcfmp_fd.png|left]]}} | | framedata=[[File:SG_rfo_jqcfmp_fd.png|left]] [[File:SG_rfo_jqcfmp_det_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Air {{NotationIcon-SG|HP}} | | version=Air {{NotationIcon-SG|HP}} | ||
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* Robo-Fortune fires a laser beam that travels across the screen almost instantly and can only be used once per jump. Useful for catching opponents pushing buttons and for zoning them from a certain area of the screen. | * Robo-Fortune fires a laser beam that travels across the screen almost instantly and can only be used once per jump. Useful for catching opponents pushing buttons and for zoning them from a certain area of the screen. | ||
* Using the tiger knee motion will get the air beams the lowest to the ground as possible, allowing much quicker recovery than ground beams. You usually want to hold down for a little bit before doing the TK so that you get a normal jump instead of a super jump. | * Using the tiger knee motion will get the air beams the lowest to the ground as possible, allowing much quicker recovery than ground beams. You usually want to hold down for a little bit before doing the TK so that you get a normal jump instead of a super jump. | ||
* While in det mode, all LP and MP beams do increased damage, have shorter recovery, and will ground bounce once per combo. | * While in det mode, all LP and MP beams do increased damage, have shorter recovery that can be canceled, inflict increased hitstop, and will ground bounce once per combo. | ||
* [https://youtu.be/91hF6DYvSZE Skullgirls Tuestorials 09 - Robo Fortune's Beams] | * [https://youtu.be/91hF6DYvSZE Skullgirls Tuestorials 09 - Robo Fortune's Beams] | ||
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{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_rfo_qcbp.png|225px]] | | pic=[[File:SG_rfo_qcbp.png|225px]] | ||
| caption= | | caption="Dizzy." | ||
|hitbox= | |hitbox= | ||
| name=Warranty Extension | | name=Warranty Extension | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=N/A | | guard=N/A | ||
| properties= | | properties=- | ||
| dmg=N/A | | dmg=N/A | ||
| meter= | | meter= 0% | ||
| startup=N/A | | startup=N/A | ||
| active=N/A | | active=N/A | ||
| recovery= | | recovery=55 / 59 / 63 | ||
| hitstop=N/A | | hitstop=N/A | ||
| hitstun=N/A | | hitstun=N/A | ||
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| onpushblock=N/A | | onpushblock=N/A | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File: | | framedata=[[File:SG_rfo_qcblp_fd.png|left]] [[File:SG_rfo_qcbmp_fd.png|left]] [[File:SG_rfo_qcbhp_fd.png|left]]}} | ||
| | | | ||
<br> | <br> | ||
* Robo-Fortune destroys a headrone, if one exists, in order to extend her self-destruct timer by 5 seconds at the cost of permanent health damage. | * Robo-Fortune destroys a headrone, if one exists, in order to extend her self-destruct timer by 5 seconds at the cost of permanent health damage. | ||
* Unlike most special moves, Warranty Extension '''CANNOT''' be cancelled into. | * Unlike most special moves, Warranty Extension '''CANNOT''' be cancelled into. | ||
* Inputting it with LP will use one head, inputting it with MP will use two heads at once, and inputting it with HP will use all three if available. | * Inputting it with LP will use one head, inputting it with MP will use two heads at once, and inputting it with HP will use all three if available. Using a version that would consume more heads than Robo currently has stocked will simply use as many as it can for no extra cost or benefit (e.g. Using 214HP with 2 heads will add 10 seconds and deal 2 heads' worth of self-damage, as if 214MP was used instead). | ||
* The self-damage from each head increases with each timer extension, starting at 300 damage for the first headrone and increasing by 100 each time up to a maximum of 1000 damage per headrone used. | * The self-damage from each head increases with each timer extension, starting at 300 damage for the first headrone and increasing by 100 each time up to a maximum of 1000 damage per headrone used. | ||
* Each headrone also reduces the 66% meter gain penalty from being in det mode by 15%. After 5 headrones have been spent, Robo's meter gain will be the same is it is outside of det mode. | * Each headrone also reduces the 66% meter gain penalty from being in det mode by 15%. After 5 headrones have been spent, Robo's meter gain will be the same is it is outside of det mode. | ||
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| hitstun=N/A | | hitstun=N/A | ||
| blockstun=18 | | blockstun=18 | ||
| onhit={{Property-SG|Hard KD}} | | onhit={{Property-SG|Hard KD}} (+36) | ||
| onblock=-18 | | onblock=-18 | ||
| onpushblock= | | onpushblock= | ||
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* Activates detonation mode. A 10-second timer appears above Robo-Fortune's head, with each second lasting 90 in-game frames, during which she receives various buffs: | * Activates detonation mode. A 10-second timer appears above Robo-Fortune's head, with each second lasting 90 in-game frames, during which she receives various buffs: | ||
** Her walking, dashing, and headrone deployment speed are all increased. | ** Her walking, dashing, and headrone deployment speed are all increased. | ||
** She loses her double jump in exchange for an airdash. | ** She loses her double jump in exchange for an airdash (8f lockout). | ||
** Her LP and MP Theonite Beams have less recovery, deal more damage, and each ground bounce once per combo. | ** Her LP and MP Theonite Beams have less recovery, deal more damage, have increased hitstop, and each ground bounce once per combo. | ||
** Magnetic Trap will now ground bounce once per combo. | ** Magnetic Trap will now ground bounce once per combo. | ||
** She can also use a new special move called Warranty Extension, which allows her to spend headrones to increase the detonation timer by 5 seconds (up to a maximum of 20 seconds) and reduce her meter gain penalty at the cost of increasing non-recoverable self-damage. | ** She can also use a new special move called Warranty Extension, which allows her to spend headrones to increase the detonation timer by 5 seconds (up to a maximum of 20 seconds) and reduce her meter gain penalty at the cost of increasing non-recoverable self-damage. | ||
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| text15=Based on [http://megaman.wikia.com/wiki/Bass Bass] from Mega Man 7. | | text15=Based on [http://megaman.wikia.com/wiki/Bass Bass] from Mega Man 7. | ||
| text16=Based on [http://ghostintheshell.wikia.com/wiki/Motoko_Kusanagi Motoko Kusanagi] from Ghost in the Shell. | | text16=Based on [http://ghostintheshell.wikia.com/wiki/Motoko_Kusanagi Motoko Kusanagi] from Ghost in the Shell. | ||
| text17=Based on the original character [ | | text17=Based on the original character [https://www.deviantart.com/atrox-c/art/Sarah-N-Dippity-Turnaround-Sheet-050517-Simple-678908852 Sarah N. Dippity] by Atrox-C. Crowdfunding request. | ||
| text18=Based on the [http://metroid.wikia.com/wiki/Varia_Suit Varia Suit] from Super Metroid. | | text18=Based on the [http://metroid.wikia.com/wiki/Varia_Suit Varia Suit] from Super Metroid. | ||
| text19=Based on the [http://metroid.wikia.com/wiki/Gravity_Suit Gravity Suit] from Super Metroid. | | text19=Based on the [http://metroid.wikia.com/wiki/Gravity_Suit Gravity Suit] from Super Metroid. | ||
Line 1,578: | Line 1,584: | ||
| text30=Based on [https://virtual-on.fandom.com/wiki/SRV-14-A_Fei-Yen Fei-Yen's 1P color] from Virtual-On. | | text30=Based on [https://virtual-on.fandom.com/wiki/SRV-14-A_Fei-Yen Fei-Yen's 1P color] from Virtual-On. | ||
| text31=Based on [https://megaman.fandom.com/wiki/Zero Zero] from Mega Man. | | text31=Based on [https://megaman.fandom.com/wiki/Zero Zero] from Mega Man. | ||
| text32=Based on [https://www.hiddenvariable.com/ Hidden Variable Studios]' logo. | |||
| text33=Based on [https://zeldawiki.wiki/wiki/Construct Constructs] from The Legend of Zelda: Tears of the Kingdom. | |||
| color1=SG_rfo_color1.png | | color1=SG_rfo_color1.png | ||
| color2=SG_rfo_color2.png | | color2=SG_rfo_color2.png | ||
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| color29=SG_rfo_color29.png | | color29=SG_rfo_color29.png | ||
| color30=SG_rfo_color30.png | | color30=SG_rfo_color30.png | ||
| color31=SG_rfo_color31.png}} | | color31=SG_rfo_color31.png | ||
| color32=SG_rfo_color32.png | |||
| color33=SG_rfo_color33.png}} | |||
==Intro Poses== | ==Intro Poses== | ||
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|status = Inactive | |status = Inactive | ||
|notes = {{CharLink-SG|par| H Shot}} / {{CharLink-SG|dbl| Clide}} / {{CharLink-SG|rfo| H Beam}} <br>Person in HVS. <br>[https://www.youtube.com/watch?v=CC-Yd7rKgkc Example Play] | |notes = {{CharLink-SG|par| H Shot}} / {{CharLink-SG|dbl| Clide}} / {{CharLink-SG|rfo| H Beam}} <br>Person in HVS. <br>[https://www.youtube.com/watch?v=CC-Yd7rKgkc Example Play] | ||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
Line 1,657: | Line 1,660: | ||
|status = Active | |status = Active | ||
|notes = {{CharLink-SG|rfo| Saw}} / {{CharLink-SG|big| H Train}} / {{CharLink-SG|cer| H LNL}} <br>Test <br>[https://www.youtube.com/watch?v=Q3UjkjhCp60 Example Play] | |notes = {{CharLink-SG|rfo| Saw}} / {{CharLink-SG|big| H Train}} / {{CharLink-SG|cer| H LNL}} <br>Test <br>[https://www.youtube.com/watch?v=Q3UjkjhCp60 Example Play] | ||
}} | |||
{{PlayerListEntry | |||
|name = CatPie | |||
|color = 28 | |||
|region = us | |||
|regionNote = | |||
|status = Active | |||
|notes = {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|big| H Brass}} <br> Legendary Warrior Bongus67 <br>[https://youtu.be/huvdoZc1LjI?t=1080 Example Play] | |||
}} | }} | ||
}} | }} | ||
Latest revision as of 01:54, 21 May 2024
Story
Robo-Fortune is the creation of Brain Drain, the psychic director of ASG Lab Zero, and stands as a testament to her maniacal creator’s unmatched pride and petulance. Built to demonstrate loyalty and cunning, Robo-Fortune fails to deliver either to any measurable degree. Employing cutting-edge technology, she sets out to hunt down the Skullgirl, and to engage in easily avoidable conflicts.
Is the ASG Project’s latest creation the ultimate cybernetic soldier? Have Brain Drain’s mechanical machinations set the world on a treacherous path? Is Robo-Fortune’s faulty programming more of a feature than a bug? Has science gone too far?!
Overview
Robo-Fortune is a zoner/keepaway character who uses her amazing mobility, Headrone special moves, and beam projectiles to keep the opponent far away and frustrate them to no end. She also has one of the most powerful assists in the game, which makes her a useful teammate for any character in the game.
- Zoning: Theonite Beam (236P) is Robo's main projectile and the key to her gameplan. Theonite Beam shoots a horizontal beam of energy across the screen that can be used to check an opponent's approach and make them think more carefully when approaching you. Additionally, she can summon and use headdrones as special moves (214K, after using 2HK) to increase her zoning capabilities and coverage.
- Movement: Robo has the fastest forward dash in the game. While it's an obvious benefit towards rushdown gameplay, it still can be useful for zoning and defense as Robo can dash under airborne opponents quickly to escape dangerous situations. Robo has a standard double jump, but interestingly Robo can also move around during her jHK. Holding directions during jHK will steer Robo in the corresponding direction, letting her fly up and away to safely shoot even more lasers.
- Pressure: Despite being mostly zoning focused, Robo still has a good amount of pressure tools. She can chain into several lows, has a unique combo-able sliding sweep, and a standing overhead "Dust" for basic high/low pressure. She also has the unique ability to double jump cancel her air normals on block, allowing her quick left/right pressure with jMP and jHK.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
---|---|---|---|---|
Medium | Run | Yes | No | 8 (Install) |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
---|---|---|---|---|
37 | 37 | 88 | 31 | 32 |
Assists
5HP (default assist)
H Theonite Beam (default assist)
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 Beam is another choice that's faster but doesn't lock down. Not often chosen over H, but it's an option.
Headrone Impact (214MK)
On the first assist call, Robo-Fortune will summon one head with 2HK. On the next call, or if she already has a head, she will spend it to do Headrone Impact. Plants a mine on the ground that stays on the screen for a while. Summoned heads not used will stay when Robo-Fortune becomes the point character.
Headrone Salvo (214HK)
Hidden moussiles. On the first assist call, or if she has only has less than three heads, Robo-Fortune will summon three heads with 2HK. On the next call, or if she already has three heads, she will spend them to do Headrone Salvo. Summons a bunch of missiles that track onto the opponent and forces a pressure situation for the point. Once created, the missiles don't go away, so it can also break the opponent's combos. Summoned heads not used will stay when Robo-Fortune becomes the point character.
Move List
Character Mechanic: Headrones
Robo's 2HK has her shoot out heads that follow Robo around. Each of her three 214K special moves will spend the heads. Headrone RAM (214LK) and and Headrone Impact (214MK) will use one head. Headrone Salvo (214HK) will use all the available heads, and powers up depending on the number of heads you have. Each of these moves cannot be done without at least one head. She can have up three Headrones out at once. Doing 2HK with three heads will still execute the move but replace a currently stored head.
While in Det Mode, Robo's heads can be spent on a new special called Warranty Extension (214P). This move allows her to use up 1-3 heads (depending on the button strength used) in order to add more time to her self-destruct timer, at the cost of permanent health damage that increases as she spends more heads.
Standing Normals
Catcher Tongue Toggle Hitboxes Toggle Hitboxes
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Collimating Saw Toggle Hitboxes Toggle Hitboxes
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HF Quartz Blade Toggle Hitboxes Toggle Hitboxes
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Overclawk Toggle Hitboxes Toggle Hitboxes
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Device Driver Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Hearing Blade Toggle Hitboxes Toggle Hitboxes
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Gain Medium Toggle Hitboxes Toggle Hitboxes
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Grounding Pound Toggle Hitboxes Toggle Hitboxes
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LF Quartz Blade Toggle Hitboxes Toggle Hitboxes
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Scroll Heel Toggle Hitboxes Toggle Hitboxes
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Launch Headrone Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
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Cyclone Waltz Toggle Hitboxes Toggle Hitboxes
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Variable Cutter Toggle Hitboxes Toggle Hitboxes
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Alpha Cutoff Toggle Hitboxes Toggle Hitboxes
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Beta Cutoff Toggle Hitboxes Toggle Hitboxes
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Aerial Screw Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
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Assault Battery Toggle Hitboxes Toggle Hitboxes
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Purrminator Toggle Hitboxes Toggle Hitboxes
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Connection Sever Toggle Hitboxes Toggle Hitboxes
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Specials
"Excitement" Toggle Hitboxes Toggle Hitboxes
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"Bing bing bing" Toggle Hitboxes Toggle Hitboxes
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"Beep beep blarp" Toggle Hitboxes Toggle Hitboxes
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"Head swap" Toggle Hitboxes Toggle Hitboxes
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"Flailing" Toggle Hitboxes Toggle Hitboxes
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"Rotation hazard" Toggle Hitboxes Toggle Hitboxes
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"Dizzy."
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Supers
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"Purr-manent magnet" Toggle Hitboxes Toggle Hitboxes
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"Why can't I die? BEEP, BOOP, MEOW" Toggle Hitboxes Toggle Hitboxes
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"Fire the breaker." Toggle Hitboxes Toggle Hitboxes
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Taunt
"Pathetic creatures of meat and bone"
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"Standby mode."
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Based on Fei-Yen's 2P color from Virtual-On. |
Color 3![]() Based on Colon from Choujuu Sentai Liveman. |
Color 4![]() Based on RAcaseal from Phantasy Star Online. |
Color 5![]() Based on Maria from Metropolis. |
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Color 6![]() Based on Vectorman. |
Color 7![]() Based on the Virtual Boy. |
Color 8![]() Based on the T-800's skeletal chasis from from Terminator. |
Color 9![]() Based on Monsoon from Metal Gear Rising: Revengeance. |
Color 10![]() Based on Aigis from Persona 3. |
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Color 11![]() Based on Drossel von Flügel from Fireball. |
Color 12![]() Based on Iron Man from Marvel Comics. |
Color 13![]() Based on Robo-Ky from Guilty Gear XX. |
Color 14![]() Based on RX-78-2 Gundam from Mobile Suit Gundam. |
Color 15![]() Based on Bass from Mega Man 7. |
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Color 16![]() Based on Motoko Kusanagi from Ghost in the Shell. |
Color 17![]() Based on the original character Sarah N. Dippity by Atrox-C. Crowdfunding request. |
Color 18![]() Based on the Varia Suit from Super Metroid. |
Color 19![]() Based on the Gravity Suit from Super Metroid. |
Color 20![]() Based on KOS-MOS from Xenosaga. |
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Color 21![]() Based on T-elos from Xenosaga. |
Color 22![]() Original alternate color palette. Crowdfunding request. |
Color 23![]() Based on Kireek from Phantasy Star Online. |
Color 24![]() Based on R-DASH 5000, a My Little Pony inspired original character. Crowdfunding request. |
Color 25![]() Based on Spiral from Marvel Comics. |
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Color 26![]() Based on Mega Man. |
Color 27![]() Based on Pharah from Overwatch. |
Color 28![]() Based on Master Chief from the Halo series. |
Color 29![]() Based on fully powered up Mega Man from Mega Man X. |
Color 30![]() Based on Fei-Yen's 1P color from Virtual-On. |
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Color 31![]() Based on Zero from Mega Man. |
Color 32![]() Based on Hidden Variable Studios' logo. |
Color 33![]() Based on Constructs from The Legend of Zelda: Tears of the Kingdom. |
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Intro Poses
Robo-Fortune has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
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Intro pose 1: Hold ![]() ![]() Robo-Fortune gather her pieces of body together. |
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Intro pose 2: Hold ![]() ![]() Robo-Fortune appears on the stage and does pandiculation. |
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Intro pose 3: Hold ![]() ![]() Robo-Fortune flies on the stage and then lands. |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Liam | ![]() Canada |
Inactive | ![]() ![]() ![]() Person in HVS. Example Play | |
PME @PME_SG |
![]() United States NJ |
Active | ![]() ![]() ![]() PME Example Play | |
ShakyFingers @ShakeyFingers |
![]() United States AR |
Active | ![]() ![]() ![]() Test Example Play | |
CatPie | ![]() United States |
Active | ![]() ![]() Legendary Warrior Bongus67 Example Play |