Skullgirls/Robo-Fortune/Combos: Difference between revisions

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==Team Combo Compendium==
==Team Combo Compendium==
 
===H Updo===
:Good DP assist that squeezes more damage into combos and creates new reset opportunities.
:[https://www.youtube.com/watch?v=cBfM9NUOEPQ Robo/H Updo Compilation]
 
==Damage/Undizzy Ratios==
==Damage/Undizzy Ratios==
   
   

Revision as of 06:51, 20 July 2020

Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
Double jump cancel djc Jump during an air normal / air throw while
you still have double jump action available
Theonite Beam L Beam / M Beam / H Beam 236LP / 236MP / 236HP
Headrone Impact Mine 214MK while having at least one Headrone
Danger! Head Swap Action! L Danger 236LK
Danger! Flailing Arm Hazard! M Danger 236MK
Danger! Rotating Component Hazard! H Danger 236HK
Catastrophe Cannon Alpha Cannon 236PP
Magnetic Trap Magnet 236KK
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

A basic ground chain combo ending in sweep

2LK 5[MP] 2MK

A basic ground chain combo ending in a special cancel

2LK 5[MP] 2MK 236LK

A basic ground chain combo ending in a super cancel

2LK 5[MP] 2MK 236LK 236PP

Combo Primer

Hit Confirms

  • 2LK 2MP 5MK is the standard grounded confirm, as you get to chain two of your lows with an ender that is ±0 on block.
  • You will be using j.MP a lot as your aerial confirm as it is very easy to cross-up and chain into your grounded normals. However, this will scale your combo's damage so it's advised to go for a reset as soon as possible if the damage is too low.
  • While 2MK is one of robo's most useful tools that leads into a BnB, DO NOT OVERUSE IT as it is -16 on block and none of your cancel options are truly safe. If the 2MK is nicely spaced, your best option will be cancelling into a max-range 5HK for a low/high mixup.

BnB Combos

The combos listed here can need some small character-specific timing changes but are universal.
Notes:

  • All double jump cancels are forward jumps.
  • Hold down during j.HKs performed right before continuing into a ground chain, as it will steer robo down to the ground and give you an easy way to follow up.


Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5MK 2HP
jMK jHK
djc jMK jHK
5[MP] 5MK 2HP
jLP jMP jHK
walk 5LPx2 5[MP] 5MK 5HP 236HK 236PP

6285

1

Anywhere

Universal

Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended.

(video)

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

6573

1

Anywhere

Universal

Reliable, more damaging BnB. Requires a bit of delay between inputs in the first air chains in order to get a restand but this should be your main BnB.

(video)

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

7331

1

Corner

Universal (difficult on some Lights and Double)

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

(video)

Conversions

Metered
Magnet Trap (236KK) is a very useful conversion tool, in order to use you have to hold it and release when opponent lands close enough to you, but not close enough that the opponent gets caught in to this super's grab.
This can convert from:

  • 5HK (gives enough time to cancel into 2HK before 236KK)
  • 236LK/HK (which can be canceled from 5HP)
  • Both ground and air throws

You can go into a regular BnB since robo doesn't spend OTG normally unless she wants to be optimal, but IPS will trigger sooner so check 5HK in the solo combo sections for workarounds.

  • As shown in the game's fourth trial, Systemic Circuit Breaker (214PP) > dash into buttons can be used to convert from 5HK. This is however something you will not see a lot of use in real situations due to how much meter you spend if you go into a full combo with a lvl 1 ender afterwards. See the "Which in-game trials are useful for a beginner?" section.

Meterless

  • If you have a head, you can cancel 5HP into 214MK and then go into a BnB as you would with 5HK~236KK
  • If you haven't used your double jump, you can easily convert from an Air Throw by djc-ing forward into 2LK 2MK 2HP. It is universal but Cerebella and Painwheel require a microdash before the ground chain.
  • In the corner, you can convert from both throws with just (2LK) 2MP 2HP.
  • The only way to convert from a midscreen Ground Throw meterless is by using assists (Ex: Fukua's H Drill).
  • Air-to-air and non-standard jump-in conversions can be done by cancelling into j.MP or j.HK [2] in the case of j.LP, j.LK and j.MK.

Meter Dumping

  • 236PP lvl 1/3/5 are your main way to get decent damage from your combos as Robo has a low damage output.
  • 236KK scores you a hard knockdown but it isn't as damaging and is pretty niche overall. You'll ever be using this as a combo ender if you want to go for a specific DHC.

Tips

  • In midscreen, 5HP 236HK 236PP enders can be replaced by 5HK 2HK 236PP or 5HK 2HKx2 to spawn heads and distance your opponent.
  • In the corner, you can end with 5HK 2HK which launches and lets you reset with an air throw.

Which in-game trials are useful for a beginner?

Trial 1 is a single double jump cancel combo ending in unheld 236KK which is okay for learning djcs and how 236KK works, but 2LK 2MK (2HP) is an unsafe starter and 236KK isn't the more optimal super ender damage-wise

Trial 2 demonstrates how you can use 236KK to convert off 5HK 2HK, refer to the 5HK Combo in this page for a more optimal version.

Trial 3 is an useful double djc BnB with a safer on block but non optimal starter, worth practicing.

Trial 4 is a 4 meter 8k damage combo, it demonstrates how Systemic Circuit Breaker dash can be used to convert from 5HK anywhere but with the same amount of meter you can deal 8.9k using the 5HK combo in this page and ending in 236PP Omega.

Solo Combo Compendium

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5MK 2HP
jMK jHK
djc jMK jHK
5[MP] 5MK 2HP
jLP jMP jHK
walk 5LPx2 5[MP] 5MK 5HP 236HK 236PP

6285

1

Anywhere

Universal

Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended.

(video)

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

6573

1

Anywhere

Universal

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

(video)

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

6768

1

Anywhere

Universal

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

(video)

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

6940

1

Anywhere

Universal

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

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

(video)


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

7331

1

Corner

Universal*

  • Technically Universal, but difficult on some Lights and on Double.
  • Can also substitute the 1st jMP for a jHK [3, 6] (all hits) for some better consistency on mediums, and adding 20 more damage (7351)

(video)

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

7382

1

Corner

Lights

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

(video)

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

7145

1

Corner

Double/Big Band

More consistent corner combo on Double and Big Band.

(video)

5HK

Notation Damage Meter Cost Location Character Specific? Notes Video
5HK 2HK
236KK
5LK 5MK 2HP
jLK jMK
djc jLP jMK
2MP 2HP
jMP jHK
5LPx2 5[MP] 5MK 5HP 236HK 236PP

6816

2

Anywhere

Universal

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

(video)

5HP

Notation Damage Meter Cost Location Character Specific? Notes Video
5HP 214MK
5MK 2HP
jLK jMK
djc jLP jMK
2MP 2HP
jMP jHK
5LPx2 5[MP] 5MK 5HP 236HK 236PP

5753

1

Anywhere

Universal

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

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HP
(uncombo 5LP 2MK 2HP)
repeat

N/A

1

Corner

Universal

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

(video)

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

N/A

1

Corner

Universal

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

(video)

2MP 2HP 236HK (uncombos)
repeat

N/A

1

Corner

Universal

No Heads, simple and requires no precise timing.

(video)

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

N/A

1

Corner

Lights/Mediums preferred, Tricky on Heavies

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

(video)

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

N/A

1

Corner

Universal, but tricky on Lights

Preferred use on Heavies, otherwise use just sMK sHK cHK

(video)

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

N/A

1

Corner

Lights/Mediums

Requires little-to-no timing, only need the first micro-walk which isn't too hard.

(video)

Team Combo Compendium

H Updo

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

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
214HK (3 head + taunt) 1050 1050 0
214HK (3 head) 600 600 0
214HK (2 head) 400 400 0
214HK (1 head) 200 200 0
214MK 190 190 0
214LK 170 170 0
214HK 17 340 20
236HP 15 300 20
j.236HP 15 300 20
214MK 12 240 20
214LK 10 200 20
5HK 9.166666667 275 30
5MP 8.3 166 20
5HP 7.466666667 224 30
j.MP 7 140 20
236LP/MP 6.5 130 20
j.236LP/MP 6.5 130 20
2HP 6 180 30
j.HK 5.333333333 160 30
2MP 4.75 95 20
5MK 4.75 95 20
j.MK 4.75 95 20
5LP 4.666666667 70 15
2HK 4.666666667 140 30
2MK 4.25 85 20
j.HP 4.166666667 125 30
5LK 3.666666667 55 15
2LK 3 45 15
j.LK 3 45 15
2LP 2.333333333 35 15
j.LP 2.333333333 35 15



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