Skullgirls/Robo-Fortune/Combos
Numpad notation | |||
| |||
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 |
|
General Combo Tips
- In midscreen, 5HP H Danger Cannon enders can be replaced by 5HK 2HK Cannon or 5HK 2HKx2 to spawn heads and distance your opponent.
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!
- 2LK 5[MP] 2MK
- A basic ground chain combo ending in sweep
- 2LK 5[MP] 2MK L Danger
- A basic ground chain combo ending in a special cancel
- 2LK 5[MP] 2MK L Danger Cannon
- A basic ground chain combo ending in a super cancel
Solo Combos
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
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. |
|
|
6573 |
1 |
Anywhere |
Universal |
jLK jMK djc BnB where spacing the timing between buttons is important. |
|
|
6583 |
1 |
Anywhere |
Universal |
Alternate BnB, similar to the next combo except much easier to pull off. |
|
|
6940 |
1 |
Anywhere |
Universal |
Optimal route, but with difficult timing that can depend on character weight.
|
|
|
7232 |
1 |
Corner |
| ||
|
7331 |
1 |
Corner |
Universal* |
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|
|
7382 |
1 |
Corner |
Lights |
More consistent (and damage) than the normal corner BNB on lights |
|
|
7145 |
1 |
Corner |
Double |
More consistent corner combo on Double |
5HK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6816 |
2 |
Anywhere |
Universal |
Gains 1-2 Heads. Simple combo for comboing off of the dust with meter. |
5HP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5753 |
1 |
Anywhere |
Universal |
Uses 1 head. Simple combo for converting from sHP using mine. |
Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
No Heads, simple, requires slight timing on the 5LP pickups but not too bad. |
|
|
N/A |
1 |
Corner |
Universal |
Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal. |
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|
N/A |
1 |
Corner |
Universal |
No Heads, simple and requires no precise timing. |
|
|
N/A |
1 |
Corner |
Lights/Mediums preferred, Tricky on Heavies |
Doesn't require much timing, might be most time/damage efficient |
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|
N/A |
1 |
Corner |
Universal, but tricky on Lights |
Preferred use on Heavies, otherwise use just sMK sHK cHK |
|
|
N/A |
1 |
Corner |
Lights/Mediums |
Requires little-to-no timing, only need the first micro-walk which isn't too hard. |
Team Combos
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 |