Skullgirls/Robo-Fortune/Combos

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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)
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
Character legend
Full move name Abbreviated name Input
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!

1.
2LK 5[MP] 2MK
A basic ground chain combo ending in sweep
2.
2LK 5[MP] 2MK L Danger
A basic ground chain combo ending in a special cancel
3.
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
2LK 2MP 5MK 2HP
jMK jHK
djc jMK jHK
5[MP] 5MK 2HP
jLP jMP jHK
walk 5LPx2 5[MP] 5MK 5HP H Danger Cannon

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 H Danger Cannon

6573

1

Anywhere

Universal

jLK jMK djc BnB where spacing the timing between buttons is important.

(video)

2LK 2MP 5MK 2HP
jLK jMK jHP
djc jMK jHK
5[MP] 5MK 2HP
jMP jHK
walk 5LPx2 5[MP] 5MK 5HP H Danger Cannon

6583

1

Anywhere

Universal

Alternate BnB, similar to the next combo except much easier to pull off.

(video)

2LK 2MP 5MK 2HP
jLK jMK jHP
djc jMK jHP
2MK 2HP
jMP 2jHK H Beam
5LPx2 5[MP] 5MK 5HP H Danger Cannon

6940

1

Anywhere

Universal

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

  • If you are having trouble connecting the ender string after 5LPx2, remove 5[MP].

(video)

2LK 2MP 5MK 2HP
H Beam
djc jMK 2jHK H Beam
jLK H Beam
dj jLP jMP H Beam
5LPx2 5[MP] L Danger!
5LK 5[MP] 5MK 5HP H Danger! Cannon

7232

1

Corner

(video)


2LK 2MP 5MK 2HP
jHP H Beam
dj 9jLK jMP H Beam
jLP jMP H Beam
5LPx2 5HP H Danger
walk OTG 5LK 5[MP] 5MK 5HP H Danger Cannon

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 H Beam
dj 9jLK jMP H Beam
jLP jMP H Beam
5LPx2 5[MP] 5HP H Danger
walk OTG 5LK 5[MP] 5MK 5HP H Danger Cannon

7382

1

Corner

Lights

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

(video)

2LK 2MP 5MK 2HP
jHP H Beam
dj 9jLP jMK jHK (all hits) H Beam
5LPx2 5[MP] 5HP H Danger
walk OTG 5LK 5[MP] 5MK 5HP H Danger Cannon

7145

1

Corner

Double

More consistent corner combo on Double

(video)

5HK

Notation Damage Meter Cost Location Character Specific? Notes Video
5HK 2HK
Magnet
5LK 5MK 2HP
jLK jMK
djc jLP jMK
2MP 2HP
jMP jHK
5LPx2 5[MP] 5MK 5HP H Danger Cannon

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 Mine
5MK 2HP
jLK jMK
djc jLP jMK
2MP 2HP
jMP jHK
5LPx2 5[MP] 5MK 5HP H Danger Cannon

5753

1

Anywhere

Universal

Uses 1 head. Simple combo for converting from sHP using mine.

(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 H danger (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 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



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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
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