Skullgirls/Robo-Fortune: Difference between revisions
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* This downward heel kick will force an airborne character into a standing state, making this normal great for landing the opponent in the middle of a combo. The generous hitstun | * This downward heel kick will force an airborne character into a standing state, making this normal great for landing the opponent in the middle of a combo. | ||
* The generous hitstun allows you to link into 5LP. This move features a normal buffer once it ends so that it isn't a 1F link. | |||
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* Continuing a combo out of this attack always depends on distance from the corner, often ends up using the OTG for the combo, and sometimes needs a cancel to <b>Magnetic Trap</b> to get the opponent in position for a follow up. | * Continuing a combo out of this attack always depends on distance from the corner, often ends up using the OTG for the combo, and sometimes needs a cancel to <b>Magnetic Trap</b> to get the opponent in position for a follow up. | ||
* If Robo-Fortune is under the effects of Systemic Circuit Breaker, she can dash to pick up after hitting 5HK against every character, even mid-screen. | * If Robo-Fortune is under the effects of Systemic Circuit Breaker, she can dash to pick up after hitting 5HK against every character, even mid-screen. | ||
* The <b>Wall Splat</b> only works once per combo. The second time it is used in a combo it will just be a regular knockdown that launches the opponent far away. Hitting an assist with this move will use the once per combo <b>Wall Splat</b> too. | |||
* Late assist calls are your best chance at making this move safe on block. Try to call the assist so that there is no gap to reversal between 5HK and the assist hitting. | |||
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* Robo-Fortune sticks her ears upwards and attacks the opponent. The upward angle on this attack makes it easier to use it as an anti-air than on grounded opponents. | * Robo-Fortune sticks her ears upwards and attacks the opponent. The upward angle on this attack, and lack of hurtboxes on her ears until the first active frame is over, makes it easier to use it as an anti-air than on grounded opponents. | ||
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* | * Robo slams her hand on the ground creating a huge spark on the ground. Standard launcher. It has a bigger hitbox than most but it's pretty much used exclusively in combos. | ||
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*Robo-Fortune | *Robo-Fortune sticks a flame out from her leg. Robo Fortune's main low. The range is short but it serves its purpose. | ||
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* Robo-Fortune slides forward with an attack that functions like a typical sweep, even if it is only an MK attack. Unlike most sweeps, it does not cause an invincible knockdown, and thus can combo into other attacks even on non-OTG hits. Can be made safe or plus if spaced correctly. One of Robo's best normals and very important in stopping armored approaches since sweeps break armor. | * Robo-Fortune slides forward with an attack that functions like a typical sweep, even if it is only an MK attack. Unlike most sweeps, it does not cause an invincible knockdown, and thus can combo into other attacks even on non-OTG hits. Can be made safe or extremely plus if spaced correctly. One of Robo's best normals and very important in stopping armored approaches since sweeps break armor. | ||
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* Robo-Fortune launches a Headrone | * Robo-Fortune launches a Headrone (typically referred to as "Heads") that hits directly and stays active as it travels off of the top of the screen. It then returns and can be used in other attacks. The slow start up and complete inability to hit a close range grounded opponents means that the attack should not be used as a typical normal. You should typically use it when far away from the opponent or at the end of the combo so you can safely gain a Headrone. | ||
* This is the only normal that be cancelled into after 5HK, which makes it a good time to spawn heads. | |||
* Will pop grounded opponents into the air | * Will pop grounded opponents into the air | ||
* This move has a faster animation during her '''Systemic Circuit Breaker'''. | * This move has a faster animation during her '''Systemic Circuit Breaker'''. | ||
* Robo's heads remember the combo stage they were created in, and do not forget it after the combo is over. These combo stages impact how they behave with IPS and Undizzy in follow up head actions. | |||
* <nowiki>*</nowiki> <b>Stage 2</b> heads <b>do not</b> add undizzy, and cannot set off undizzy bursts. | |||
* <nowiki>*</nowiki> <b>Stage 3</b> heads <b>do</b> add undizzy, and cannot set off undizzy bursts. | |||
* <nowiki>*</nowiki> <b>Stage 5</b> heads <b>do</b> add undizzy, and can set off undizzy bursts if they have full undizzy. | |||
* <nowiki>*</nowiki> Each head tracks its combo stage separately, so you must remember which head has which combo stage if this is important to you. | |||
* <nowiki>*</nowiki> Robo floats newly spawned heads up front, but uses them LAST. Old heads float at the back, but are used first. | |||
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*Robo sticks her hand downard to attack the opponent. Mostly used as combo fodder but if you can get down instant double jump overheads, j.LP is the best normal for it since it's Robo-Fortune's fastest air normal. | *Robo sticks her hand downard to attack the opponent. Mostly used as combo fodder but if you can get down instant double jump overheads, j.LP is the best normal for it since it's Robo-Fortune's fastest air normal. | ||
*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. | |||
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* Robo-Fortune spins in a tight somersault, hitting up to 6 times with her tail. Since it hits on both sides it's a great normal to fall on the opponent with since it'll be hard to tell what side it will hit on. Can be used as a crossup. | * Robo-Fortune spins in a tight somersault, hitting up to 6 times with her tail. Since it hits on both sides it's a great normal to fall on the opponent with since it'll be hard to tell what side it will hit on. Can be used as a crossup. This attack has a fairly small attack box and does not change Robo-Fortune's momentum in the air, making it less versatile than j.HK. | ||
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* Robo-Fortune's double claw swipe stops her forward momentum and produces a slow, short range, downward angle laser blast. This normal is one of Robo Fortune's best since it moves her backwards while | * Robo-Fortune's double claw swipe stops her forward momentum and produces a slow, short range, downward angle laser blast. This normal is one of Robo-Fortune's best since it moves her backwards while putting a projectile on the screen. | ||
* Super jumping backwards before using this move makes Robo-Fortune extremely difficult to intercept. | |||
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* Robo-Fortune spins her body like a helicopter blade, hitting up to 7 times. Holding any direction during this attack pushes her in that direction, giving more control in the air than some characters get with an air dash. During a combo, guiding Robo-Fortune can ensure she's in position for the next chain after connecting with as many hits as possible. At distance, Robo-Fortune can combine this with her double jump to cowardly hide at the top corner of the screen. Prehaps Robo's most important normal. | * Robo-Fortune spins her body like a helicopter blade, hitting up to 7 times. Holding any direction during this attack pushes her in that direction, giving more control in the air than some characters get with an air dash. During a combo, guiding Robo-Fortune can ensure she's in position for the next chain after connecting with as many hits as possible. At distance, Robo-Fortune can combine this with her double jump to cowardly hide at the top corner of the screen. Prehaps Robo's most important normal. | ||
* Flying upwards from a <b>regular jump</b> using JHK allows her to reach super jump height without being in the super jump state. This makes her the only character who can call assists at super jump height. | |||
* Super jump JHK flying upwards is one of the best ways to escape the corner. Mix up your descent with beams, double jumps, JHP, or even another JHK. Remember that normals will auto correct to face the opponent when you cross over only when using super jump JHK. Normal jump JHK will have you facing the wrong direction (if you cross over) when you input a normal to cover your landing. | |||
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*Robo Fortune grabs the opponent like a cat playing with yarn before blasting them with a laser beam. Pretty average throw range-wise but requires an assist or meter to be converted from. | *Robo Fortune grabs the opponent like a cat playing with yarn before blasting them with a laser beam. Pretty average throw range-wise but requires an assist or meter to be converted from midscreen. | ||
*In the corner, converting into OTG 5LP on Big Band and Double can be really tight - consider using <b>H Danger!</b> special cancels to make it easier. | |||
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* Robo-Fortune appears from a cat shaped capsule from the ground. It's slow with long recovery. can only be combo'd off of midscreen if it hits the opponent airborne and you spend a bar for magnet pickup OTG. Corner tag combo routes are more lenient. Not a reversal like other tags but can low profile some moves. Better to get | * Robo-Fortune appears from a cat shaped capsule from the ground. It's slow with long recovery. can only be combo'd off of midscreen if it hits the opponent airborne and you spend a bar for magnet pickup OTG. Corner tag combo routes are more lenient. Not a reversal like other tags but can low profile some moves. Better to get Robo in via DHC, unless you can tag combo into her. | ||
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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. | * 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. | ||
* [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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* Robo-Fortune commands a headrone, if one exists, to home in on her opponent and detonate on contact. Trades with other projectiles and does not go away on hit. | * Robo-Fortune commands a headrone, if one exists, to home in on her opponent and detonate on contact. Trades with other projectiles and does not go away on hit. | ||
* The headrone will turn around to face the opponent if they cross up before the drone starts moving. | |||
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* Robo-Fortune commands a headrone, if one exists, to bury itself in the ground in front of her and act as a landmine. Hits once on | * Robo-Fortune commands a headrone, if one exists, to bury itself in the ground in front of her and act as a landmine. Hits once on the way down and once on explosion. Disappears if Robo-Fortune is hit after deployment. | ||
* If the mine hits on the way down during deployment, it will always explode, even if Robo-Fortune is in hitstun. This makes it an AMAZING move on trade, and it's one of Robo-Fortunes only effective reversals. | |||
* The mine will begin deploying 4F after Robo-Fortune is in her summoning pose. If Robo-Fortune is interrupted after the 4th frame of her pose, then the Mine will execute deployment and attempt a hit. | |||
* Using 5HP just to absorb a hit and cancel into Mine is a pretty effective reversal against non multihitting normals. | |||
* The mine lives for 540 frames. Which is 7.5 seconds since at SGs effective 72 FPS. | |||
* Mines deployed on the ground don't count towards Robo-Fortune's 3 head limit, so she can have several mines on the ground and still three floating beside her. | |||
* The mine explosion doesn't give Robo-Fortune a chance to OTG the opponent, you must be quick and pick up into a combo before they touch the ground. | |||
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* Robo-Fortune spends all existing headrones, commanding them to fire a barrage of mouse missiles, or "moussiles," into the air. The moussiles track her opponent's horizontal position and rain down on them from above after a short period of time. Some mechanics of this attack depend on how many headrones are spent on the salvo. With one headrone, the moussiles will land where the opponent was when you originally did the move. With two, moussiles will track the opponent until they start falling down. Lastly, with three headrones, the moussiles will completely track the opponent. | * Robo-Fortune spends all existing headrones, commanding them to fire a barrage of mouse missiles, or "moussiles," into the air. The moussiles track her opponent's horizontal position and rain down on them from above after a short period of time. Some mechanics of this attack depend on how many headrones are spent on the salvo. With one headrone, the moussiles will land where the opponent was when you originally did the move. With two, moussiles will track the opponent until they start falling down. Lastly, with three headrones, the moussiles will completely track the opponent. | ||
* Odd behavior: missiles can only be pushblocked during a certain period? | * Odd behavior: missiles can only be pushblocked during a certain period? | ||
* Missiles have a hitbox on the way up and can anti-air and explode on opponents directly above you. | |||
* The recovery is extremely long, and many characters have ways to punish Robo-Fortune for using this, even at fullscreen. Careful! | |||
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* Robo-Fortune spins her head around incredibly fast. Her upper body loses hurt boxes during startup and active frames, which makes this move a good anti-air | * Robo-Fortune spins her head around incredibly fast. Her upper body loses hurt boxes during startup and active frames, which makes this move a good anti-air. | ||
* Pulls the opponent down and in front of her on hit, even when hitting an extended hurtbox like Squigly's JHP. | |||
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* Robo-Fortune rotates her entire body as a powerful attack. Robo's most damaging special move. No real purpose outside of a combo ender but it can be used as an assist. | * Robo-Fortune rotates her entire body as a powerful attack. Robo's most damaging special move. No real purpose outside of a combo ender but it can be used as an assist. | ||
* Always launches the opponent at the perfect height to get hit by Catastrophe Cannon without using OTG. The launch height and hitstop is adjusted per weight to ensure this. | |||
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* A 30-hit beam super with very slow start-up. One of the most damaging level one supers in the game. You also can't block the super if you weren't already blocking when the superflash happened. | * A 30-hit beam super with very slow start-up. One of the most damaging level one supers in the game. You also can't block the super if you weren't already blocking when the superflash happened. | ||
* To help with timing the follow up DHC after exactly 30 hits, add 30 to the combo counter during start up, and use it as a count down timer to when you need to input the next super. | |||
* Has a pretty high chance of hitting one more time after DHCing before the final hit, which will lock out your assist action for the follow up combo. | |||
* When used as a DHC, the long start-up is completely skipped, making it incredible for whiff punishing from fullsreen. | |||
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* Robo-Fortune turns her hand into a magnet and pulls to opponent closser, grabbing them if they're in range of her hand and slamming them into the ground. Hold to attract, release to grab. Ends after a set maximum duration. Useful for conversions from knockdowns/assists since you can let the grab whiff and recover quick enough to get a combo. | * Robo-Fortune turns her hand into a magnet and pulls to opponent closser, grabbing them if they're in range of her hand and slamming them into the ground. Hold to attract, release to grab. Ends after a set maximum duration. Useful for conversions from knockdowns/assists since you can let the grab whiff and recover quick enough to get a combo. | ||
* The hit is unblockable if the opponent is rising as long as you didn't hold the button to attract and mess with their velocity. | |||
* This move does not have hitstop until the active frame, even without holding KK, so characters with air supers can post flash reversal her for trying to anti-air with this. | |||
* While Robo-Fortune is traveling and carrying an opponent, her Systemic Circuit Breaker timer decreases dramatically, and she will always explode on landing. The explosion will whiff if OTG is already used. | |||
* If the grab attempt is blocked, the opponent can punish with a falling light normal unless their velocity has been messed with enough for them to whiff. You can use a very fast cancel from headrone RAM x Magnet to have the RAM hit and make it safe if the opponent blocks. | |||
* The slam hit is a hard knockdown, and allows Robo-Fortune to run away or do left right mix up as they stand up afterwards. | |||
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* Activates detonation mode. While active, an invisible timer ticks down for 700 frames, and Robo-Fortune gains multiple buffs until she explodes, damaging the opponent, and is replaced with a back-up unit. Her walk, dash, and headrone deployment speeds increase, and her LP and MP Theonite Beams cause sliding knockdown. Robo-Fortune detonates immediately once the timer expires unless she is in a scripted animation such as a successful grab. While using palette 18 or 19, this super has additional visual effects. | * Activates detonation mode. While active, an invisible timer ticks down for 700 frames, and Robo-Fortune gains multiple buffs until she explodes, damaging the opponent, and is replaced with a back-up unit. Her walk, dash, and headrone deployment speeds increase, and her LP and MP Theonite Beams cause sliding knockdown. Robo-Fortune detonates immediately once the timer expires unless she is in a scripted animation such as a successful grab. While using palette 18 or 19, this super has additional visual effects. | ||
* The explosion inflicts 2000 recoverable damage to herself | * The explosion inflicts 2000 recoverable damage to herself. | ||
* The explosion cannot be pushblocked | * The explosion cannot be pushblocked, but due to a bug, you can still pushblock if you mash PP a few times during it. | ||
* | * Robo receives an additional 20F of invulnerability if she doesn't perform any moves after the activation. While it looks like she is idling, this idle is invicible. Any input will cancel this invuln period. | ||
* If you are away from the opponent and about to explode, you can use heads like mine or level 2/3 missiles to keep robo mostly safe from any punish attempts. | * If you are away from the opponent and about to explode, you can use heads like mine or level 2/3 missiles to keep robo mostly safe from any punish attempts. | ||
* If you are comboing an opponent during this install and are not sure about when you will explode, there are several options you can do: you can go for resets since the inevitable explosion will keep you mostly safe if they block or reversal, you can combo into magnet which will automatically trigger the explosion followup, or you can simply end a combo with an L or M beam for the hard knockdown, and use the explosion as a meaty on the opponent. | * If you are comboing an opponent during this install and are not sure about when you will explode, there are several options you can do: you can go for resets since the inevitable explosion will keep you mostly safe if they block or reversal, you can combo into magnet which will automatically trigger the explosion followup, or you can simply end a combo with an L or M beam for the hard knockdown, and use the explosion as a meaty on the opponent. | ||
* On using Magnent to auto-trigger the explosion: the explosion will only combo if | * On using Magnent to auto-trigger the explosion: the explosion will only combo if OTG has not already been used | ||
* There is a 10 frame buffer on attacks after the explosion. This allows for a follow up beam super on every character. | * There is a 10 frame buffer on attacks after the explosion. This allows for a follow up beam super on every character. | ||
* With the 10 frame buffer, you can also convert with some normals when the opponent is at a normal height (such as after Magnet -> auto-explosion). 5MK is reccomended due to it's overall consistency for the followup combo, however keep in mind that that followup timing will vary per character if you miss the buffer. [https://docs.google.com/spreadsheets/d/1MXqHr32AZH_8puqFtA-qCCrLmZ91AXL1cOueIWcKAbQ/ Links are shown here] | * With the 10 frame buffer, you can also convert with some normals when the opponent is at a normal height (such as after Magnet -> auto-explosion). 5MK is reccomended due to it's overall consistency for the followup combo, however keep in mind that that followup timing will vary per character if you miss the buffer. [https://docs.google.com/spreadsheets/d/1MXqHr32AZH_8puqFtA-qCCrLmZ91AXL1cOueIWcKAbQ/ Links are shown here] | ||
* Commonly referred to as "det mode" | * Commonly referred to as "det mode". | ||
* Beam Hit x Det Mode x Beam Hit (Knockdown) x Magnet x Explode, can be used to convert from any fullscreen beam hit, though it costs 4 bars. | |||
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* A more powerful version of Robo's level 1 beam super. If you hold MP after inputing Robo's level 1 beam super you get this version. | * A more powerful version of Robo's level 1 beam super. If you hold MP after inputing Robo's level 1 beam super you get this version as long as you have the meter. | ||
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* The most powerful version of Robo's beam supers. If you hold HP after inputing Robo's level 1 beam super, you get the level 5 version. | * The most powerful version of Robo's beam supers. If you hold HP after inputing Robo's level 1 beam super, you get the level 5 version, as long as you have the meter. | ||
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==Colors== | ==Colors== |
Revision as of 18:10, 22 February 2020
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?!
Basics
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.
- Theonite Beam (Beam) 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
- Robo's 2HK has her shoot out heads that follow Robo around and can later be used as special moves to help compliment her zoning.
- Robo has the fastest forward dash in the game as well as the ability to steer her j.HK in any direction she wants while airborne. These two things make Robo a very elusive character that is difficult to chase.
- Robo has very limited defensive options and falls apart quickly once she is hit or forced to block. Because of this, having a character with a reversal assist helps Robo immensely.
- Detonation Mode - For three bars of meter, Robo will activate a self-destruct mode. In this mode, Robo will move much faster and some of her moves will get new proprieties. When Det mode is over, Robo will explode (even while shes' in hitstun) doing some damage to herself and a lot of damage to her opponent.
- Robo-Fortune is also the only character in the game who can jump cancel her air normals. This gives her a unique combo and pressure game compared to the other characters.
- By inputting double jump as quickly as possible you can do instant overheads with Robo that greatly enhance her mix-up game.
Important Moves
- j.HK - main mobility tool in the air
- 5HP - Robo's main reversal, has one hit of armor
- 2HK - Summons heads which can later be used for zoning
- 2MK - Robo's sweep that can be used to stop armored approaches
- Beam (236P) - Robo's main way of zoning the opponent out and checking approaches
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.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Medium | Run | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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37 | 37 | 4 | 31 | 32 |
Move List
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
Arrow Click Toggle Hitboxes Toggle Hitboxes
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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
Blast Processor Toggle Hitboxes Toggle Hitboxes
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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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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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Supers
"Canonical form" Toggle Hitboxes Toggle Hitboxes
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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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"Combinatoric explosion" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Pathetic creatures of meat and bone"
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Original alternate color palette. |
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 from Megaman. |
Color 27![]() {{{text27}}} |
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External Links
- Robo Fortune Guide by MPGame and others
- Robo-Fortune + Double's Cilia Clide
- Tuestorials 09 - Robo Fortune's Beams
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.