|
|
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| | framedata=[[File:SG_rfo_qcfhp_fd.png|left]]}} | | | framedata=[[File:SG_rfo_qcfhp_fd.png|left]]}} |
| |{{AttackData-SG | | | |{{AttackData-SG | |
| | version='''Air''' {{NotationIcon-SG|LP}} | | | version=Air {{NotationIcon-SG|LP}} |
| | guard=Mid | | | guard=Mid |
| | properties={{Property-SG|Projectile}},<br>Beam | | | properties={{Property-SG|Projectile}},<br>Beam |
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| | framedata=[[File:SG_rfo_jqcflp_fd.png|left]]}} | | | framedata=[[File:SG_rfo_jqcflp_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 |
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| | framedata=[[File:SG_rfo_jqcfmp_fd.png|left]]}} | | | framedata=[[File:SG_rfo_jqcfmp_fd.png|left]]}} |
| |{{AttackData-SG | | | |{{AttackData-SG | |
| | version='''Air''' {{NotationIcon-SG|HP}} | | | version=Air {{NotationIcon-SG|HP}} |
| | guard=Mid | | | guard=Mid |
| | properties={{Property-SG|Projectile}},<br>Beam | | | properties={{Property-SG|Projectile}},<br>Beam |
Revision as of 22:32, 5 January 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
Chains
Standing
|
4 Buttons: or → → → or
|
Crouching
|
4 Buttons: or → → → or
|
Air
|
5 Buttons: → → → → or
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Medium
|
Run
|
Yes
|
No
|
N/A
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
37
|
37
|
4
|
31
|
32
|
Move List
Standing Normals
Catcher Tongue Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
175
|
2.5%
|
+2
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
15
|
18
|
18
|
7
|
{{{superhitstop}}}
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
175
|
2.5%
|
±0
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
5
|
2
|
17
|
18
|
18
|
7
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune sticks her toung 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
|
|
Flex Capacitor Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
425
|
7.5%,
|
+4
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
3
|
16
|
22
|
20
|
9
|
{{{superhitstop}}}
|
|
|
[ ]
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
425, 115x2, 175
|
7.5%, 2.5% x3
|
+10
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
3, (3), 3, 3, 2
|
11
|
22x4
|
20, 12x3
|
9, 3x2, 8
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune's double punch hits once. Holding the button adds a vacuum effect, giving the attack 3 additional hits, generous hit stun, and more than enough time to confirm into a chain combo. This move also links into 5LP and 5LK which is pretty useful
|
|
Collimating Saw Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Armor (1 hit)
|
180x4, 400
|
2.4% x4, 3.6%
|
-2
|
-20
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
4, 4, 4, 4, 4
|
39
|
40x5
|
22x5
|
2x4, 7
|
{{{superhitstop}}}
|
|
|
- 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 Danger! special move.
|
|
HF Quartz Blade Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
275
|
2.5%
|
+1
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
17
|
19
|
20
|
7
|
{{{superhitstop}}}
|
|
|
- Robo sticks a out flame from her knee. This normal can be used to stop instant air dashes but 5LP is better for that. Mostly used for combos.
|
|
Overclawk Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
475
|
7.5%
|
+7
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
2
|
19
|
27
|
20
|
9
|
{{{superhitstop}}}
|
|
|
- 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 can allow you to link to LP.
|
|
Device Driver Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
No Cancel *
|
1000
|
10%
|
Wall Splat or KD
|
-26
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
22
|
3
|
40
|
16
|
19
|
16
|
{{{superhitstop}}}
|
|
|
- This easily chainable normal causes Wall Splat, the only normal in the game with this property, and is one of the few normal overheads in the game.
- * 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 Magnetic Trap to get the opponent in position for a follow up.
|
|
Crouching Normals
Hearing Blade Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
x1, x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
175
|
2.5%
|
±0
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
17
|
18
|
18
|
7
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Gain Medium Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
475
|
7.5%
|
+1
|
-3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
4
|
22
|
21
|
17
|
9
|
{{{superhitstop}}}
|
|
|
- An ankle-zapping eye beam that must be blocked low. It's also disjointed!
|
|
Grounding Pound Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
900
|
10%
|
+1
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20
|
4
|
28
|
32
|
19
|
12
|
{{{superhitstop}}}
|
|
|
- .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.
|
|
LF Quartz Blade Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
225
|
2.5%
|
+2
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
2
|
16
|
19
|
18
|
7
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune stick a flame out from her leg. Robo Fortune's main low. The range is short but it serves it's purpose
|
|
Scroll Heel Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Sweep
|
425
|
7.5%
|
Soft KD
|
-16
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
26
|
8
|
14
|
17
|
9
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Launch Headrone Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
700
|
10%
|
5
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20 (16 during lvl. 3)
|
40
|
32 (28 during lvl. 3)
|
30
|
21
|
6
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune launches a Headrone thats 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 opponent 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.
- Will pop grounded opponents into the air
- This move has a faster animation during her Systemic Circuit Breaker.
|
|
Jumping Normals
Arrow Click Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Jump Cancel
|
175
|
2.5%
|
+7
|
+6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
11
|
19
|
18
|
9
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Cyclone Waltz Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Jump Cancel
|
100x5, 200
|
1.0588% x6
|
+10
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
12
|
13
|
24x6
|
16 x5, 18
|
2 x5, 9
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Variable Cutter Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Jump Cancel
|
625
|
10%
|
+12
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
20
|
22
|
25
|
15
|
8
|
{{{superhitstop}}}
|
|
|
- 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 putitng a projectile on the screen.
|
|
Alpha Cutoff Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Jump Cancel
|
225
|
2.5%
|
+3
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
2
|
16
|
20
|
18
|
7
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune sticks her leg upwards. Mostly used as a combo tool but works great as an air to air due to it's fast startup.
|
|
Beta Cutoff Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Jump Cancel
|
475
|
7.5%
|
+10
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
3
|
14
|
26
|
19
|
9
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune sticks her leg downwards. You usually use this move in combos but it also works well as a jump-in or as a high option in fuzzy guard setups.
|
|
Aerial Screw Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Jump Cancel
|
100x6, 200
|
1.6364% x7
|
+10
|
+5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
[1, (3)]x6, 1
|
14
|
26x6, 24
|
16x6, 19
|
2x6, 13
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Universal Mechanics
Blast Processor Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Throw
|
50% Damage Scaling
|
0, 1000
|
2%, 13%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
1
|
28
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Assault Battery Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (in air)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
Jump Cancel, 50% Damage Scaling
|
75 x9, 325
|
1% x9, 6%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
18
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune grabs the oppenent and sends shocks through them before letting them go. The recovery of this airthrow is double-jump cancelable on hit which allows you to combo after it. If you already used your double jump, comboing after this grab is height and assist dependent.
|
|
Purrminator Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag
|
500
|
7.5%
|
KD
|
-52
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
40
|
16
|
61
|
10
|
13
|
20 (11 on block)
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Connection Sever Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-25
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12 + 3
|
1
|
42
|
14
|
17
|
(9) 13
|
{{{superhitstop}}}
|
|
|
- Robo-Fortunes takes off her tail and swings it like a golf club. One of the biggest snapbacks in the game.
|
|
Specials
"Excitement" Toggle Hitboxes Toggle Hitboxes
|
Theonite Beam
|
+ (Air OK)
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Beam
|
650 (375)
|
(2.5%) 4.5%
|
-4
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
10
|
23
|
24
|
17
|
4
|
{{{superhitstop}}}
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Beam
|
650 (375)
|
(2.5%) 7.5%
|
-4
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
6
|
27
|
24
|
17
|
4
|
{{{superhitstop}}}
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Beam
|
250x6 (125 x6)
|
(2.5%) 1.8% x6
|
-1
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
25
|
31
|
22
|
22x6
|
13x6
|
4x6 (3 x6 on block)
|
{{{superhitstop}}}
|
|
|
Air
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Beam
|
650 (375)
|
(2.5%) 7.5%
|
+4
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
5
|
22
|
26
|
19
|
4
|
{{{superhitstop}}}
|
|
|
Air
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Beam
|
650 (375)
|
(2.5%) 7.5%
|
+4
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
6
|
19
|
24
|
17
|
4
|
{{{superhitstop}}}
|
|
|
Air
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Beam
|
250 x6 (125 x6)
|
(2.5%) 1.8% x6
|
+12
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
31
|
12
|
22 x6
|
13 x6
|
4 x6 (3 x6 on block)
|
{{{superhitstop}}}
|
|
|
- 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.
- Skullgirls Tuestorials 09 - Robo Fortune's Beams
- Fires a beam very close to the ground, can be avoided by jumping.
- Fires a beam around standing height and can be crouched under by most characters.
- Fires a thicker, multi-hitting version of M beam.
- Has a longer travel time and when used at long distances, will not get all of its hits in.
- Air
- Fires a beam diagonally downward. After a super jump and using j.HK to float upwards, this move becomes difficult to avoid.
- Air
- Fires a beam horizontally, good when used after a tiger knee to get it as low to the ground as possible.
- Air
- Fires a beam that has all the properties of it's ground counterpart.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Headrone RAM
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
850 (300)
|
7.5%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7, 29
|
--
|
17
|
30
|
25
|
8
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
"Bing bing bing" Toggle Hitboxes Toggle Hitboxes
|
Headrone Impact
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
50% Damage Scaling, Projectile, Sweep
|
200, 750 (100, 150)
|
4.5%, 3.75%
|
Soft KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7, 26
|
12, (15), -
|
17
|
30, 10
|
27, 13
|
9, 8 (9, 4 on block)
|
{{{superhitstop}}}
|
|
|
- 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 deployment and once on explosion. Disappears if Robo-Fortune is hit after deployment.
|
|
"Beep beep blarp" Toggle Hitboxes Toggle Hitboxes
|
Headrone Salvo
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
250 x4 (per head) (75 x4 per head)
|
4.5% x4 (per head)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14, 38
|
(Until ground)
|
24 or 34 or 44
|
30x4
|
17x4
|
8x4 (6 x4 on block)
|
{{{superhitstop}}}
|
|
|
- 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?
|
|
"Head swap" Toggle Hitboxes Toggle Hitboxes
|
Danger! Head Swap Action!
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
150x4, 400 (50 x4, 200)
|
(2.5%) 2.5%x 4, 3.6%
|
KD
|
-20
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
11
|
37
|
16x5
|
19x5
|
1x4, 10
|
{{{superhitstop}}}
|
|
|
- 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
|
|
"Flailing" Toggle Hitboxes Toggle Hitboxes
|
Danger! Flailing Arm Hazard!
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Throw)
|
175x4, 500 (50 x4, 200)
|
(2.5%) 2.5% x4, 3.6%
|
+4
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
28
|
29
|
39x4, 36
|
20x5
|
2x4, 12
|
{{{superhitstop}}}
|
|
|
- Robo-Fortune flails her arms around. This move is throw invulnerable.
- 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.
|
|
"Rotation hazard" Toggle Hitboxes Toggle Hitboxes
|
Danger! Rotating Component Hazard!
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Throw) (first 2 frames)
|
200x6, 500 (20 x6, 200)
|
(2.5%) 2.5% x6, 3.6%
|
Ground Bounce
|
-18
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
29
|
33
|
35
|
38x6, 16
|
19x7
|
2x6, 8
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Supers
"Canonical form" Toggle Hitboxes Toggle Hitboxes
|
Catastrophe Cannon Alpha Level 1
|
+ +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full) (post flash), Projectile, Beam
|
275 x30 (33 x30)
|
-100%
|
KD
|
-56
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
33 + 7
|
120
|
70
|
18 x30
|
15 x30
|
(8) 13 x29,12 (2 x30 on block)
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
"Purr-manent magnet" Toggle Hitboxes Toggle Hitboxes
|
|
|
- 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.
|
|
"Why can't I die? Beep, boop, meow" Toggle Hitboxes Toggle Hitboxes
|
Systemic Circuit Breaker Level 3
|
+ +
|
|
Activation
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Invuln. (Full)
|
N/A
|
-300%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
4 + 0
|
N/A
|
8 (20)
|
N/A
|
N/A
|
(9) N/A
|
{{{superhitstop}}}
|
|
|
Explosion
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full), Projectile
|
360 x30 (33 x30)
|
0%
|
KD
|
+34
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
60
|
96
|
22 x30
|
25 x30
|
12 x30
|
{{{superhitstop}}}
|
|
|
- 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 cannot be pushblocked
- Additional 12f invulnerability if she doesn't perform any moves.
- 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.
- 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.
- 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. Links are shown here
- Commonly referred to as "det mode"
|
|
"Fire the breaker." Toggle Hitboxes Toggle Hitboxes
|
Catastrophe Cannon Gamma Level 3
|
+ + , [ ]
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full) (post flash), 45% Minimum Scaling, Projectile, Beam
|
190 x45 (33 x45)
|
-300%
|
KD
|
-64
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
33 + 7
|
133
|
80
|
18 x45
|
15 x45
|
(8) 13 x44, 12 (1 x45 on block)
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
"Combinatoric explosion" Toggle Hitboxes Toggle Hitboxes
|
Catastrophe Cannon Omega Level 5
|
+ + , [ ]
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full) (post flash), 55% Minimum Scaling, Projectile, Beam
|
200 x60 (33 x60)
|
-500%
|
KD
|
-66
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
33 + 7
|
120
|
80
|
18 x60
|
15 x60
|
(8) 13 x59 12 (1 x60 on block)
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Taunt
"Pathetic creatures of meat and bone"
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
138
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Increases the amount of moussiles launched during Headrone Salvo from 4 to 7.
|
|
Colors
External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|