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. | ||
* Theonite Beam ( | * '''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. | ||
* Robo's | * '''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. | ||
* Robo has the | * '''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. | ||
{{StrengthsAndWeaknesses | |||
| intro = [[file:SG_rfo_icon.png|32px]] '''Robo-Fortune''' is a speedy zoner that excels at running away and controlling large chunks of the screen. | |||
* Robo-Fortune | | pros = | ||
*'''Beams''': Robo-Fortune's beams provide nearly instant fullscreen lockdown and can limit movement through large parts of the screen. | |||
* | *'''Head Drones''': Her unique resource gives her a few strong options, including a very strong reversal using Mine and fullscreen tracking lockdown with Salvo. | ||
*'''Catastrophe Cannon''': A fullscreen post-flash unblockable super that does fantastic damage. | |||
*'''Mobility''': She has the fastest ground dash in the game, and combined with her small jumping hurtbox and double jump makes her a very slippery and hard to catch foe. | |||
*'''Anti-Airs''': She has a wide assortment of good anti-airs, including 5LP, 2LP, and L Danger!. | |||
* | *'''H Beam Assist''': Arguably one of the strongest assists in the game, as its fullscreen lockdown severely restricts the enemy's movement and allows the point character to basically get in for free. | ||
* | | cons= | ||
*'''Back-loaded Damage''': Robo-Fortune's combo damage tends to be on the lower side until she uses Catastrophe Cannon, though this can be somewhat mitigated with proper assists and team-building. | |||
* | *'''Weak Reversals''': Robo's defensive options are incredibly limited. While 5HP does have armor, it is susceptible to multihits or throws and the lack of an input buffer for normals makes it hard to use. Mine can trade favorably against many attacks, but requires a head drone and a large enough gap. | ||
* | *'''Mix-ups''': Her more reliable mix-ups using throw and 5HK require resources to combo off them. | ||
*'''Range''': Most of her normals are relatively small, meaning she can't poke or counter-poke as effectively. | |||
|tablewidth=80 | |||
}} | |||
Robo's | <br> | ||
<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 | ||
| standingchain=4 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | standingchain=4 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| crouchingchain=4 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | crouchingchain=4 Buttons: {{NotationIcon-SG|LP}} or {{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}} | | 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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| pic=[[File:SG_rfo_slp.png|225px]] | | pic=[[File:SG_rfo_slp.png|225px]] | ||
| caption=Catcher Tongue | | caption=Catcher Tongue | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_slp_hb.png|225px]] | ||
| name=5LP | | name=5LP | ||
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| | | | ||
<br> | <br> | ||
* Robo-Fortune sticks her | * Robo-Fortune sticks her tongue out and uses it as a short-range but standard jab. It can be used as anti air around instant air dash height which is pretty useful | ||
<br> | <br> | ||
| | | | ||
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| pic=[[File:SG_rfo_smp.png|225px]] | | pic=[[File:SG_rfo_smp.png|225px]] | ||
| caption=Flex Capacitor | | caption=Flex Capacitor | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_smp_hb.png|225px]] | ||
| name=5MP | | name=5MP | ||
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| pic=[[File:SG_rfo_shp.png|225px]] | | pic=[[File:SG_rfo_shp.png|225px]] | ||
| caption=Collimating Saw | | caption=Collimating Saw | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_shp_hb.png|225px]] | ||
| name=5HP | | name=5HP | ||
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<br> | <br> | ||
* Robo-Fortune extends a laser chainsaw from her chest. This is move has one hit of armor and is Robo-Fortune's main reversal. It can also be somewhat used as anti-air since the armor can absorb single hit attacks and punish the opponent. This attack is unsafe on block and can rapidly scale damage for a combo with multiple hits, so it is best used late in a combo to cancel to a <b>Danger!</b> special move. | * Robo-Fortune extends a laser chainsaw from her chest. This is move has one hit of armor and is Robo-Fortune's main reversal. It can also be somewhat used as anti-air since the armor can absorb single hit attacks and punish the opponent. This attack is unsafe on block and can rapidly scale damage for a combo with multiple hits, so it is best used late in a combo to cancel to a <b>Danger!</b> special move. | ||
* | * Has a 3f reversal buffer like other heavy normals, so getting 5HP on wakeup, post blockstun, or post hitstun, is a 4f window. | ||
<br> | <br> | ||
| | | | ||
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| pic=[[File:SG_rfo_slk.png|225px]] | | pic=[[File:SG_rfo_slk.png|225px]] | ||
| caption=HF Quartz Blade | | caption=HF Quartz Blade | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_slk_hb.png|225px]] | ||
| name=5LK | | name=5LK | ||
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| pic=[[File:SG_rfo_smk.png|225px]] | | pic=[[File:SG_rfo_smk.png|225px]] | ||
| caption=Overclawk | | caption=Overclawk | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_smk_hb.png|225px]] | ||
| name=5MK | | name=5MK | ||
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| pic=[[File:SG_rfo_shk.png|225px]] | | pic=[[File:SG_rfo_shk.png|225px]] | ||
| caption=Device Driver | | caption=Device Driver | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_shk_hb.png|225px]] | ||
| name=5HK | | name=5HK | ||
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| startup=22 | | startup=22 | ||
| active=3 | | active=3 | ||
| recovery=40 | | recovery=40 (hit), 34 (block/whiff) | ||
| hitstop=16 | | hitstop=16 | ||
| hitstun=16 | | hitstun=16 | ||
| blockstun= | | blockstun=23 | ||
| onhit={{Property-SG|Wall Splat}} or {{Property-SG|KD}} | | onhit={{Property-SG|Wall Splat}} or {{Property-SG|KD}} | ||
| onblock=- | | onblock=-13 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
Line 294: | Line 317: | ||
* <nowiki>*</nowiki> Unlike most normal moves, this move can not be canceled into specials moves and can only be canceled into 2HK and supers. | * <nowiki>*</nowiki> Unlike most normal moves, this move can not be canceled into specials moves and can only be canceled into 2HK and supers. | ||
* 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. | ||
* By holding up or up-forward after a successful sHK, Robo can spend one headrone to perform '''Homing Directory'''. This activates a special jump on wall splat that will make Robo track to the enemy's location, allowing for more consistent conversions at the cost of one head. | |||
* 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. | * 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. | ||
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| pic=[[File:SG_rfo_clp.png|225px]] | | pic=[[File:SG_rfo_clp.png|225px]] | ||
| caption=Hearing Blade | | caption=Hearing Blade | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_clp_hb.png|225px]] | ||
| name=2LP | | name=2LP | ||
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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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| pic=[[File:SG_rfo_cmp.png|225px]] | | pic=[[File:SG_rfo_cmp.png|225px]] | ||
| caption=Gain Medium | | caption=Gain Medium | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_cmp_hb.png|225px]] | ||
| name=2MP | | name=2MP | ||
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<br> | <br> | ||
* An ankle-zapping eye beam that must be blocked low. It's also disjointed, which allows it to be used for burst baits. | * An ankle-zapping eye beam that must be blocked low. It's also disjointed, which allows it to be used for burst baits. | ||
* Can destroy the ant from Peacock's cMK. | |||
<br> | <br> | ||
| | | | ||
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| pic=[[File:SG_rfo_chp.png|225px]] | | pic=[[File:SG_rfo_chp.png|225px]] | ||
| caption=Grounding Pound | | caption=Grounding Pound | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_chp_hb.png|225px]] | ||
| name=2HP | | name=2HP | ||
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| pic=[[File:SG_rfo_clk.png|225px]] | | pic=[[File:SG_rfo_clk.png|225px]] | ||
| caption=LF Quartz Blade | | caption=LF Quartz Blade | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_clk_hb.png|225px]] | ||
| name=2LK | | name=2LK | ||
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| pic=[[File:SG_rfo_cmk.png|225px]] | | pic=[[File:SG_rfo_cmk.png|225px]] | ||
| caption=Scroll Heel | | caption=Scroll Heel | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_cmk_hb.png|225px]] | ||
| name=2MK | | name=2MK | ||
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| pic=[[File:SG_rfo_chk.png|225px]] | | pic=[[File:SG_rfo_chk.png|225px]] | ||
| caption=Launch Headrone | | caption=Launch Headrone | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_chk_hb.png|225px]] | ||
| name=2HK | | name=2HK | ||
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* 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. | * 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. This does not apply to heads created after canceling from 5HK. | ||
* <nowiki>*</nowiki> <b>Stage 2</b> heads <b>do not</b> add undizzy, and cannot set off undizzy bursts. | * <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 3</b> heads <b>do</b> add undizzy, and cannot set off undizzy bursts. | ||
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| pic=[[File:SG_rfo_jlp.png|225px]] | | pic=[[File:SG_rfo_jlp.png|225px]] | ||
| caption=Arrow Click | | caption=Arrow Click | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_jlp_hb.png|225px]] | ||
| name=jLP | | name=jLP | ||
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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. | |||
<br> | <br> | ||
| | | | ||
Line 556: | Line 582: | ||
| pic=[[File:SG_rfo_jmp.png|225px]] | | pic=[[File:SG_rfo_jmp.png|225px]] | ||
| caption=Cyclone Waltz | | caption=Cyclone Waltz | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_jmp_hb.png|225px]] | ||
| name=jMP | | name=jMP | ||
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| pic=[[File:SG_rfo_jhp.png|225px]] | | pic=[[File:SG_rfo_jhp.png|225px]] | ||
| caption=Variable Cutter | | caption=Variable Cutter | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_jhp_hb.png|225px]] | ||
| name=jHP | | name=jHP | ||
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| pic=[[File:SG_rfo_jlk.png|225px]] | | pic=[[File:SG_rfo_jlk.png|225px]] | ||
| caption=Alpha Cutoff | | caption=Alpha Cutoff | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_jlk_hb.png|225px]] | ||
| name=jLK | | name=jLK | ||
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| pic=[[File:SG_rfo_jmk.png|225px]] | | pic=[[File:SG_rfo_jmk.png|225px]] | ||
| caption=Beta Cutoff | | caption=Beta Cutoff | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_jmk_hb.png|225px]] | ||
| name=jMK | | name=jMK | ||
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| pic=[[File:SG_rfo_jhk.png|225px]] | | pic=[[File:SG_rfo_jhk.png|225px]] | ||
| caption=Aerial Screw | | caption=Aerial Screw | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_jhk_hb.png|225px]] | ||
| name=jHK | | name=jHK | ||
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| pic=[[File:SG_rfo_throw.png|225px]] | | pic=[[File:SG_rfo_throw.png|225px]] | ||
| caption=Blast Processor | | caption=Blast Processor | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_throw_hb.png|225px]] | ||
| name=Throw | | name=Throw | ||
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| pic=[[File:SG_rfo_airthrow.png|225px]] | | pic=[[File:SG_rfo_airthrow.png|225px]] | ||
| caption=Assault Battery | | caption=Assault Battery | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_airthrow_hb.png|225px]] | ||
| name=Air Throw | | name=Air Throw | ||
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| pic=[[File:SG_rfo_tag.png|225px]] | | pic=[[File:SG_rfo_tag.png|225px]] | ||
| caption= Purrminator | | caption= Purrminator | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_tag_hb.png|225px]] | ||
| name=Tag | | name=Tag | ||
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| pic=[[File:SG_rfo_snap.png|225px]] | | pic=[[File:SG_rfo_snap.png|225px]] | ||
| caption= Connection Sever | | caption= Connection Sever | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_snap_hb.png|225px]] | ||
| name=Snapback | | name=Snapback | ||
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| pic=[[File:SG_rfo_qcfp.png|225px]] | | pic=[[File:SG_rfo_qcfp.png|225px]] | ||
| caption="Excitement" | | caption="Excitement" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfp_hb.png|225px]] | ||
| name=Theonite Beam | | name=Theonite Beam | ||
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| guard=Mid | | guard=Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties={{Property-SG|Projectile}},<br>Beam | ||
| dmg=650 (375) | | 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 | | 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) | | 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 | | 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}} | ||
Line 919: | Line 945: | ||
| guard=Mid | | guard=Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties={{Property-SG|Projectile}},<br>Beam | ||
| dmg=650 (375) | | 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 | | 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) | | 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 | | 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}} | ||
Line 968: | Line 994: | ||
| | | | ||
<br> | <br> | ||
''The second value refers to when Robo-Fortune is in det mode.'' | |||
* 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 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] | ||
Line 996: | Line 1,024: | ||
| pic=[[File:SG_rfo_qcblk.png|225px]] | | pic=[[File:SG_rfo_qcblk.png|225px]] | ||
| caption= | | caption= | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcblk_hb.png|225px]] | ||
| name=Headrone RAM | | name=Headrone RAM | ||
Line 1,031: | Line 1,059: | ||
| pic=[[File:SG_rfo_qcbmk.png|225px]] | | pic=[[File:SG_rfo_qcbmk.png|225px]] | ||
| caption="Bing bing bing" | | caption="Bing bing bing" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcbmk_hb.png|225px]] | ||
| name=Headrone Impact | | name=Headrone Impact | ||
Line 1,070: | Line 1,098: | ||
| pic=[[File:SG_rfo_qcbhk.png|225px]] | | pic=[[File:SG_rfo_qcbhk.png|225px]] | ||
| caption="Beep beep blarp" | | caption="Beep beep blarp" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcbhk_hb.png|225px]] | ||
| name=Headrone Salvo | | name=Headrone Salvo | ||
Line 1,107: | Line 1,135: | ||
| pic=[[File:SG_rfo_qcflk.png|225px]] | | pic=[[File:SG_rfo_qcflk.png|225px]] | ||
| caption="Head swap" | | caption="Head swap" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcflk_hb.png|225px]] | ||
| name=Danger! Head Swap Action! | | name=Danger! Head Swap Action! | ||
Line 1,131: | Line 1,159: | ||
* 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. | * Pulls the opponent down and in front of her on hit, even when hitting an extended hurtbox like Squigly's JHP. | ||
* | * All hits will cause knockdown. | ||
<br> | <br> | ||
| | | | ||
Line 1,142: | Line 1,170: | ||
| pic=[[File:SG_rfo_qcfmk.png|225px]] | | pic=[[File:SG_rfo_qcfmk.png|225px]] | ||
| caption="Flailing" | | caption="Flailing" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfmk_hb.png|225px]] | ||
| name=Danger! Flailing Arm Hazard! | | name=Danger! Flailing Arm Hazard! | ||
Line 1,156: | Line 1,184: | ||
| hitstop=2x4, 12 | | hitstop=2x4, 12 | ||
| hitstun=39x4, 36 | | hitstun=39x4, 36 | ||
| blockstun= | | blockstun=20x4, 15 | ||
| onhit=+4 | | onhit={{Property-SG|Stagger}} (+32/+47 CH), OR +4 | ||
| onblock=- | | onblock=-17 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
Line 1,165: | Line 1,193: | ||
<br> | <br> | ||
* Robo-Fortune flails her arms around. This move is throw invulnerable. | * Robo-Fortune flails her arms around. This move is throw invulnerable. | ||
* Staggers the opponent if done without being cancelled into from a normal. | |||
* Assists take extra hitstun from this move (even without the stagger), allowing Robo to consistently combo assists into Catastrophe Cannon during happy birthday combos using it. | |||
* Useful if used as a frame trap after blocked 5HP. If the opponent tries to throw punish expecting a cancel into mine, this will catch them. | * Useful if used as a frame trap after blocked 5HP. If the opponent tries to throw punish expecting a cancel into mine, this will catch them. | ||
<br> | <br> | ||
| | | | ||
Line 1,177: | Line 1,206: | ||
| pic=[[File:SG_rfo_qcfhk.png|225px]] | | pic=[[File:SG_rfo_qcfhk.png|225px]] | ||
| caption="Rotation hazard" | | caption="Rotation hazard" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfhk_hb.png|225px]] | ||
| name=Danger! Rotating Component Hazard! | | name=Danger! Rotating Component Hazard! | ||
Line 1,201: | Line 1,230: | ||
* 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. | * 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. | ||
* | <br> | ||
| | |||
| | |||
| | |||
| | |||
|}} | |||
{{MoveData-SG | |||
| pic=[[File:SG_rfo_qcbp.png|225px]] | |||
| caption="Dizzy." | |||
|hitbox= | |||
| name=Warranty Extension | |||
| input='''In Systemic Circuit Breaker''' {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} | |||
|{{AttackData-SG | | |||
| guard=N/A | |||
| properties=- | |||
| dmg=N/A | |||
| meter= 0% | |||
| startup=N/A | |||
| active=N/A | |||
| recovery=55 / 59 / 63 | |||
| hitstop=N/A | |||
| hitstun=N/A | |||
| blockstun=N/A | |||
| onhit=N/A | |||
| onblock=N/A | |||
| onpushblock=N/A | |||
| superhitstop=N/A | |||
| framedata=[[File:SG_rfo_qcblp_fd.png|left]] [[File:SG_rfo_qcbmp_fd.png|left]] [[File:SG_rfo_qcbhp_fd.png|left]]}} | |||
| | |||
<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. | |||
* 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. 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. | |||
* 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. | |||
<br> | <br> | ||
| | | | ||
Line 1,214: | Line 1,279: | ||
| pic=[[File:SG_rfo_qcfpp.png|225px]] | | pic=[[File:SG_rfo_qcfpp.png|225px]] | ||
| caption="Canonical form" | | caption="Canonical form" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfpp_hb.png|225px]] | ||
| | | | ||
| name=Catastrophe Cannon Alpha | | name=Catastrophe Cannon Alpha | ||
Line 1,237: | Line 1,302: | ||
| | | | ||
<br> | <br> | ||
* 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 | * 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 super flash 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. | * 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. | * 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 | * When used as a DHC, the long start-up is completely skipped, making it incredible for whiff punishing from fullscreen. | ||
<br> | <br> | ||
| | | | ||
Line 1,251: | Line 1,316: | ||
| pic=[[File:SG_rfo_qcfkk.png|225px]] | | pic=[[File:SG_rfo_qcfkk.png|225px]] | ||
| caption="Purr-manent magnet" | | caption="Purr-manent magnet" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfkk_hb.png|225px]] | ||
| | | | ||
| name=Magnetic Trap | | name=Magnetic Trap | ||
Line 1,267: | Line 1,332: | ||
| 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= | ||
| superhitstop= | | superhitstop=7 | ||
| framedata=[[File:SG_rfo_qcfkk_fd.png|left]]}} | | framedata=[[File:SG_rfo_qcfkk_fd.png|left]]}} | ||
| | | | ||
<br> | <br> | ||
* Robo-Fortune turns her hand into a magnet and pulls to opponent | * Robo-Fortune turns her hand into a magnet and pulls to opponent closer, 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 | * The hit is post-flash unblockable if the opponent is rising, as long as the button isn't held to alter their velocity. | ||
* | * Has enough super hitstop to cover the first active frame if KK is not held, so it cannot be post-flash counter-supered. | ||
* 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 to have the RAM hit and make the grab safe on block. | |||
* 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 | * 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. | ||
* 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. | * Gains additional properties while in det mode: | ||
* | ** Ground bounces and allows for follow-ups once per combo. | ||
** If any K button is held during the leap portion of the move, then Robo will automatically end det mode and trigger the explosion. The forced explosion can combo opponents and allow for conversions, but it requires OTG to prevent it from whiffing. | |||
<br> | <br> | ||
| | | | ||
Line 1,290: | Line 1,356: | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_rfo_qcbpp.png|225px]] | | pic=[[File:SG_rfo_qcbpp.png|225px]] | ||
| caption="Why can't I die? | | caption="Why can't I die? BEEP, BOOP, MEOW" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcbpp_hb.png|225px]] | ||
| | | | ||
| name=Systemic Circuit Breaker | | name=Systemic Circuit Breaker | ||
Line 1,332: | Line 1,398: | ||
| | | | ||
<br> | <br> | ||
* Activates detonation mode. | * 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: | ||
* The explosion inflicts 2000 recoverable damage | ** Her walking, dashing, and headrone deployment speed are all increased. | ||
** She loses her double jump in exchange for an airdash (8f lockout). | |||
** 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. | |||
** 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. | |||
* Once the timer reaches zero (or by holding any K button during the leap animation of Magnetic Trap) she will explode (unless she is in a scripted animation, like a successful grab), damaging both herself and the opponent if they are nearby while her body is replaced with a back-up unit. | |||
* The explosion inflicts 2000 recoverable self-damage. | |||
* The explosion will reset both IPS tracking and damage scaling on hit, but undizzy is not affected. | |||
* The explosion cannot be pushblocked, but due to a bug, you can still pushblock if you mash PP a few times during it. | * 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 | * 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 invincible. Any input will cancel this invulnerable 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 | * 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. | ||
* On using Magnet to trigger the explosion: the explosion will only combo if OTG has not already been used. | |||
* On using | |||
* 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 -> | * With the 10 frame buffer, you can also convert with some normals when the opponent is at a normal height (such as after Magnet -> explosion). 5MK is recommended due to it's overall consistency for the follow-up combo, however keep in mind that that follow-up 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 ( | * Beam Hit x Det Mode x Beam Hit (Ground Bounce) x Magnet (Ground Bounce or Explosion), can be used to convert from any fullscreen beam hit, though it costs 4 bars. | ||
* While using palette 18 or 19, this super has additional visual effects. | |||
<br> | <br> | ||
| | | | ||
Line 1,353: | Line 1,426: | ||
| pic=[[File:SG_rfo_qcfppholdmp.png|225px]] | | pic=[[File:SG_rfo_qcfppholdmp.png|225px]] | ||
| caption="Fire the breaker." | | caption="Fire the breaker." | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfppholdmp_hb.png|225px]] | ||
| | | | ||
| name=Catastrophe Cannon Gamma | | name=Catastrophe Cannon Gamma | ||
Line 1,387: | Line 1,460: | ||
| pic=[[File:SG_rfo_qcfppholdhp.png|225px]] | | pic=[[File:SG_rfo_qcfppholdhp.png|225px]] | ||
| caption="Combinatoric explosion" | | caption="Combinatoric explosion" | ||
|hitbox=[ | |hitbox=[[File:SG_rfo_qcfppholdhp_hb.png|225px]] | ||
| | | | ||
| name=Catastrophe Cannon Omega | | name=Catastrophe Cannon Omega | ||
Line 1,450: | Line 1,523: | ||
| | | | ||
|}} | |}} | ||
{{MoveData-SG | |||
| pic = [[File:SG_rfo_assist.png|225px]] | |||
| hitbox = | |||
| caption = "Standby mode." | |||
| name = Assist Taunt | |||
| input = Automatically done after an assist move | |||
|{{AttackData-SG | | |||
| guard = Mid | |||
| properties = - | |||
| dmg = N/A | |||
| meter = 0% | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = 60 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = N/A | |||
| superhitstop = N/A}} | |||
| | |||
* Amount of time it takes for the character to turn invulnerable after they finish performing their assist action. | |||
* Longer recovery → more time to punish the assist. | |||
}} | |||
==Colors== | ==Colors== | ||
Line 1,470: | Line 1,569: | ||
| 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 1,484: | Line 1,583: | ||
| text29=Based on fully powered up Mega Man from Mega Man X. | | text29=Based on fully powered up Mega Man from Mega Man X. | ||
| 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. | |||
| 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 | ||
Line 1,513: | Line 1,615: | ||
| color28=SG_rfo_color28.png | | color28=SG_rfo_color28.png | ||
| 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 | |||
| color32=SG_rfo_color32.png | |||
| color33=SG_rfo_color33.png}} | |||
== | ==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. | |||
{| style="border:1px solid #262E32" cellpadding="5" cellspacing="0" | |||
|- style="vertical-align:top" align=left | |||
| [[File:RoboFortune_intro1.png|225px]] | |||
| width="400" |<b>Intro pose 1: <br/>Hold</b> {{NotationIcon-SG|LP}} OR {{NotationIcon-SG|LK}}<br/>Robo-Fortune gather her pieces of body together.<br/> | |||
|- style="vertical-align:top" align=left | |||
| | [[File:RoboFortune_intro2.png|225px]] | |||
| | <b>Intro pose 2:<br/>Hold</b> {{NotationIcon-SG|MP}} OR {{NotationIcon-SG|MK}}<br/>Robo-Fortune appears on the stage and does pandiculation.<br/> | |||
|- style="vertical-align:top" align=left | |||
| | [[File:RoboFortune_intro3.png|225px]] | |||
| | <b>Intro pose 3:<br/>Hold</b> {{NotationIcon-SG|HP}} OR {{NotationIcon-SG|HK}}<br/>Robo-Fortune flies on the stage and then lands.<br/> | |||
|} | |||
== Players to Watch == | |||
{{PlayerList|colorPrefix=SG_rfo_color|data= | |||
{{PlayerListEntry | |||
|name = Liam | |||
|color = 4 | |||
|region = ca | |||
|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] | |||
}} | |||
{{PlayerListEntry | |||
|name = PME <br>[https://twitter.com/PME_SG @PME_SG] | |||
|color = 15 | |||
|region = us | |||
|regionNote = NJ | |||
|status = Active | |||
|notes = {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|pwl| L Pinion}} / {{CharLink-SG|msf| H Fiber}} <br>PME <br>[https://www.youtube.com/watch?v=Ol0TpHVDNxQ Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = ShakyFingers <br>[https://twitter.com/ShakeyFingers @ShakeyFingers] | |||
|color = 20 | |||
|region = us | |||
|regionNote = AR | |||
|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] | |||
}} | |||
{{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 |
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Medium | Run | Yes | No | 8 (Install) |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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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
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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"Dizzy."
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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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"Standby mode."
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Colors
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. |
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. |
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. |
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. |
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. |
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. |
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.
Intro pose 1: Hold OR Robo-Fortune gather her pieces of body together. | |
Intro pose 2: Hold OR Robo-Fortune appears on the stage and does pandiculation. | |
Intro pose 3: Hold OR 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 |
---|---|---|---|---|
Liam | Canada |
Inactive | H Shot / Clide / H Beam Person in HVS. Example Play | |
PME @PME_SG |
United States NJ |
Active | H Beam / L Pinion / H Fiber PME Example Play | |
ShakyFingers @ShakeyFingers |
United States AR |
Active | Saw / H Train / H LNL Test Example Play | |
CatPie | United States |
Active | H Beam / H Brass Legendary Warrior Bongus67 Example Play |