Skullgirls/Robo-Fortune

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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.


Playstyle
SG rfo icon.png Robo-Fortune is a speedy zoner that excels at running away and controlling large chunks of the screen.
Pros Cons
  • 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.
  • 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.


Video Overview

Stats

Chains

Standing 4 Buttons: Sg lp.png or Sg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Crouching 4 Buttons: Sg lp.png or Sg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Air 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png

Movement

Weight Dash Double Jump Airdash IAD Lockout
Medium Run Yes No 8 (Install)

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
37 37 88 31 32


Assists

5HP (default assist)

An armored lockdown 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

SG rfo heads.png

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

SG rfo slp.png
SG rfo slp hb.png
Catcher Tongue
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
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 N/A
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 N/A


  • 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


SG rfo smp.png
SG rfo smp hb.png
Flex Capacitor
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Sg mp.png 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 N/A
[ Sg mp.png ] 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 N/A


  • 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
  • Using held 5MP is very effective against pushblocks. If the opponent pushblocks the first 5[MP] hit, or the first two lightning hits, Robo-Fortune will remain beside her opponent and still be plus. The final lightning hit must be pushblocked in order to push her out, although she's still extremely plus. (+14)


SG rfo shp.png
SG rfo shp hb.png
Collimating Saw
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
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 N/A


  • 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.
  • Has a 3f reversal buffer like other heavy normals, so getting 5HP on wakeup, post blockstun, or post hitstun, is a 4f window.


SG rfo slk.png
SG rfo slk hb.png
HF Quartz Blade
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
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 N/A


  • 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.


SG rfo smk.png
SG rfo smk hb.png
Overclawk
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
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 N/A


  • 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 allows you to link into 5LP. This move features a normal buffer once it ends so that it isn't a 1F link.


SG rfo shk.png
SG rfo shk hb.png
Device Driver
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High No Cancel 1000 10% Wall Splat or KD -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 3 40 (hit), 34 (block/whiff) 16 23 16 N/A


  • 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.
  • 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.
  • The Wall Splat 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 Wall Splat too.
  • Late assist calls are your best chance at making this move safe on block. Try to call the assist so that there is no gap to reversal between 5HK and the assist hitting.


Crouching Normals

SG rfo clp.png
SG rfo clp hb.png
Hearing Blade
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
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 N/A


  • 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.


SG rfo cmp.png
SG rfo cmp hb.png
Gain Medium
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
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 N/A


  • 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.


SG rfo chp.png
SG rfo chp hb.png
Grounding Pound
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
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 N/A


  • 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.


SG rfo clk.png
SG rfo clk hb.png
LF Quartz Blade
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
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 N/A


  • Robo-Fortune sticks a flame out from her leg. Robo Fortune's main low. The range is short but it serves its purpose.


SG rfo cmk.png
SG rfo cmk hb.png
Scroll Heel
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
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 N/A


  • 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 extremely plus if spaced correctly. One of Robo's best normals and very important in stopping armored approaches since sweeps break armor.


SG rfo chk.png
SG rfo chk hb.png
Launch Headrone
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
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 N/A


  • Robo-Fortune launches a Headrone (typically referred to as "Heads") that 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 opponents 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.
  • This is the only normal that be cancelled into after 5HK, which makes it a good time to spawn heads.
  • Will pop grounded opponents into the air
  • 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. This does not apply to heads created after canceling from 5HK.
  • * Stage 2 heads do not add undizzy, and cannot set off undizzy bursts.
  • * Stage 3 heads do add undizzy, and cannot set off undizzy bursts.
  • * Stage 5 heads do add undizzy, and can set off undizzy bursts if they have full undizzy.
  • * Each head tracks its combo stage separately, so you must remember which head has which combo stage if this is important to you.
  • * Robo floats newly spawned heads up front, but uses them LAST. Old heads float at the back, but are used first.


Jumping Normals

SG rfo jlp.png
SG rfo jlp hb.png
Arrow Click
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
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 N/A


  • 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, 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 instant double jump overheads, as Robo-Fortune's normals become mids when performing a double jump within 2f after a jump.


SG rfo jmp.png
SG rfo jmp hb.png
Cyclone Waltz
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
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 N/A


  • 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.


SG rfo jhp.png
SG rfo jhp hb.png
Variable Cutter
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
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 N/A


  • 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 putting a projectile on the screen.
  • Super jumping backwards before using this move makes Robo-Fortune extremely difficult to intercept.


SG rfo jlk.png
SG rfo jlk hb.png
Alpha Cutoff
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
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 N/A


  • 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.


SG rfo jmk.png
SG rfo jmk hb.png
Beta Cutoff
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
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 N/A


  • 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.


SG rfo jhk.png
SG rfo jhk hb.png
Aerial Screw
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
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 N/A


  • 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.
  • Flying upwards from a regular jump using JHK allows her to reach super jump height without being in the super jump state. This makes her the only character who can call assists at super jump height.
  • Super jump JHK flying upwards is one of the best ways to escape the corner. Mix up your descent with beams, double jumps, JHP, or even another JHK. Remember that normals will auto correct to face the opponent when you cross over only when using super jump JHK. Normal jump JHK will have you facing the wrong direction (if you cross over) when you input a normal to cover your landing.


Universal Mechanics

SG rfo throw.png
SG rfo throw hb.png
Blast Processor
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
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 N/A


  • 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 midscreen.
  • In the corner, converting into OTG 5LP on Big Band and Double can be really tight - consider using H Danger! special cancels to make it easier.


SG rfo airthrow.png
SG rfo airthrow hb.png
Assault Battery
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (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 N/A


  • 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.


SG rfo tag.png
SG rfo tag hb.png
Purrminator
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
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) N/A


  • 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, unless you can tag combo into her.


SG rfo snap.png
SG rfo snap hb.png
Connection Sever
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
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 13 9


  • Robo-Fortunes takes off her tail and swings it like a golf club. One of the biggest snapbacks in the game.


Specials

SG rfo qcfp.png
SG rfo qcfp hb.png
"Excitement"
Toggle Hitboxes
Toggle Hitboxes
Theonite Beam Sg 236.png + Sg p.png (Air OK)
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Beam
650 (375), 1000 (400) (2.5%) 4.5% -4, Ground Bounce -11, -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 10 23, 20 24 17 4, 9 N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Beam
650 (375), 1000 (400) (2.5%) 7.5% -4, Ground Bounce -11, -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 6 27, 24 24 17 4, 10 N/A
Sg hp.png 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) N/A
Air Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Beam
650 (375), 1000 (400) (2.5%) 7.5% +4, Ground Bounce +2, +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 5 22, 14 26 19, 14 4 N/A
Air Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Beam
650 (375), 1000 (400) (2.5%) 7.5% +4, Ground Bounce +1, +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 6 19, 14 24 17, 13 4 N/A
Air Sg hp.png 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) N/A


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.
  • 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.
  • Skullgirls Tuestorials 09 - Robo Fortune's Beams


  • Sg lp.png
    • Fires a beam very close to the ground, can be avoided by jumping.
  • Sg mp.png
    • Fires a beam around standing height and can be crouched under by most characters.
  • Sg hp.png
    • 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 Sg lp.png
    • Fires a beam diagonally downward. After a super jump and using j.HK to float upwards, this move becomes difficult to avoid.
  • Air Sg mp.png
    • Fires a beam horizontally, good when used after a tiger knee to get it as low to the ground as possible.
  • Air Sg hp.png
    • Fires a beam that has all the properties of it's ground counterpart.


SG rfo qcblk.png
SG rfo qcblk hb.png
Toggle Hitboxes
Toggle Hitboxes
Headrone RAM Sg 214.png + Sg lk.png
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 N/A


  • 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.
  • The headrone will turn around to face the opponent if they cross up before the drone starts moving.
  • Robo-Fortune's head commands activate on the 6th frame. Once they are activated they cannot be interrupted. If Robo-Fortune is hit within the first 5 startup frames, the move will be interrupted and the heads will not be used up.


SG rfo qcbmk.png
SG rfo qcbmk hb.png
"Bing bing bing"
Toggle Hitboxes
Toggle Hitboxes
Headrone Impact Sg 214.png + Sg mk.png
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) N/A


  • 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 the way down and once on explosion. Disappears if Robo-Fortune is hit after deployment.
  • If the mine hits on the way down during deployment, it will always explode, even if Robo-Fortune is in hitstun. This makes it an AMAZING move on trade, and it's one of Robo-Fortunes only effective reversals.
  • Robo-Fortune's head commands activate on the 6th frame. Once they are activated they cannot be interrupted. If Robo-Fortune is hit within the first 5 startup frames, the move will be interrupted and the heads will not be used up.
  • Using 5HP just to absorb a hit and cancel into Mine is a pretty effective reversal against non multihitting normals.
  • The mine lives for 540 frames. Which is 7.5 seconds since at SGs effective 72 FPS.
  • Mines deployed on the ground don't count towards Robo-Fortune's 3 head limit, so she can have several mines on the ground and still three floating beside her.
  • The mine explosion doesn't give Robo-Fortune a chance to OTG the opponent, you must be quick and pick up into a combo before they touch the ground.


SG rfo qcbhk.png
SG rfo qcbhk hb.png
"Beep beep blarp"
Toggle Hitboxes
Toggle Hitboxes
Headrone Salvo Sg 214.png + Sg hk.png
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) N/A


  • 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.
  • Robo-Fortune's head commands activate on the 6th frame. Once they are activated they cannot be interrupted. If Robo-Fortune is hit within the first 5 startup frames, the move will be interrupted and the heads will not be used up.
  • Odd behavior: missiles can only be pushblocked during a certain period?
  • Missiles have a hitbox on the way up and can anti-air and explode on opponents directly above you.
  • The recovery is extremely long, and many characters have ways to punish Robo-Fortune for using this, even at fullscreen. Careful!


SG rfo qcflk.png
SG rfo qcflk hb.png
"Head swap"
Toggle Hitboxes
Toggle Hitboxes
Danger! Head Swap Action! Sg 236.png + Sg lk.png
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 N/A


  • 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.
  • All hits will cause knockdown.


SG rfo qcfmk.png
SG rfo qcfmk hb.png
"Flailing"
Toggle Hitboxes
Toggle Hitboxes
Danger! Flailing Arm Hazard! Sg 236.png + Sg mk.png
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% Stagger (+32/+47 CH), OR +4 -17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 28 29 39x4, 36 20x4, 15 2x4, 12 N/A


  • 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.


SG rfo qcfhk.png
SG rfo qcfhk hb.png
"Rotation hazard"
Toggle Hitboxes
Toggle Hitboxes
Danger! Rotating Component Hazard! Sg 236.png + Sg hk.png
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 N/A


  • 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.


SG rfo qcbp.png
"Dizzy."
Warranty Extension In Systemic Circuit Breaker Sg 214.png + Sg p.png
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 55 / 59 / 63 N/A N/A N/A N/A


  • 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.


Supers

SG rfo qcfpp.png
SG rfo qcfpp hb.png
"Canonical form"
Toggle Hitboxes
Toggle Hitboxes
Catastrophe Cannon Alpha
Level 1
Sg 236.png + Sg p.png + Sg p.png
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 13 x29,12 (2 x30 on block) 8


  • 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.
  • 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 fullscreen.


SG rfo qcfkk.png
SG rfo qcfkk hb.png
"Purr-manent magnet"
Toggle Hitboxes
Toggle Hitboxes
Magnetic Trap
Level 1
Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Anti-Air Grab Invuln. (Strike) (pre flash),
Invuln. (Full) (post flash),
36.4% Minimum Scaling
0, 2750 (200) -100% Hard KD (+36) -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 + 6~95 3 26 N/A 18 N/A (8 on block) 7


  • 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 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.
  • 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.


SG rfo qcbpp.png
SG rfo qcbpp hb.png
"Why can't I die? BEEP, BOOP, MEOW"
Toggle Hitboxes
Toggle Hitboxes
Systemic Circuit Breaker
Level 3
Sg 214.png + Sg p.png + Sg p.png
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 N/A 9
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 N/A


  • 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:
    • 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.
  • 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 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.
  • 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 -> 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. Links are shown here
  • Commonly referred to as "det mode".
  • 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.


SG rfo qcfppholdmp.png
SG rfo qcfppholdmp hb.png
"Fire the breaker."
Toggle Hitboxes
Toggle Hitboxes
Catastrophe Cannon Gamma
Level 3
Sg 236.png + Sg p.png + Sg p.png , [ Sg mp.png ]
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 13 x44, 12 (1 x45 on block) 8


  • 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 as long as you have the meter.


SG rfo qcfppholdhp.png
SG rfo qcfppholdhp hb.png
"Combinatoric explosion"
Toggle Hitboxes
Toggle Hitboxes
Catastrophe Cannon Omega
Level 5
Sg 236.png + Sg p.png + Sg p.png , [ Sg hp.png ]
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 13 x59 12 (1 x60 on block) 8


  • 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, as long as you have the meter.


Taunt

SG rfo taunt.png
"Pathetic creatures of meat and bone"
"Really Talks!" Sg hp.png , Sg lk.png , 4.gif , Sg lp.png , Sg lp.png
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 114 N/A N/A N/A N/A


  • Increases the amount of moussiles launched during Headrone Salvo from 4 to 7.


SG rfo assist.png
"Standby mode."
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 60 N/A N/A N/A 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

SG rfo color1.png SG rfo color2.png SG rfo color3.png SG rfo color4.png SG rfo color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Based on Fei-Yen's 2P color from Virtual-On.
Color 3
SGColor3.png
Based on Colon from Choujuu Sentai Liveman.
Color 4
SGColor4.png
Based on RAcaseal from Phantasy Star Online.
Color 5
SGColor5.png
Based on Maria from Metropolis.

SG rfo color6.png SG rfo color7.png SG rfo color8.png SG rfo color9.png SG rfo color10.png
Color 6
SGColor6.png
Based on Vectorman.
Color 7
SGColor7.png
Based on the Virtual Boy.
Color 8
SGColor8.png
Based on the T-800's skeletal chasis from from Terminator.
Color 9
SGColor9.png
Based on Monsoon from Metal Gear Rising: Revengeance.
Color 10
SGColor10.png
Based on Aigis from Persona 3.

SG rfo color11.png SG rfo color12.png SG rfo color13.png SG rfo color14.png SG rfo color15.png
Color 11
SGColor11.png
Based on Drossel von Flügel from Fireball.
Color 12
SGColor12.png
Based on Iron Man from Marvel Comics.
Color 13
SGColor13.png
Based on Robo-Ky from Guilty Gear XX.
Color 14
SGColor14.png
Based on RX-78-2 Gundam from Mobile Suit Gundam.
Color 15
SGColor15.png
Based on Bass from Mega Man 7.

SG rfo color16.png SG rfo color17.png SG rfo color18.png SG rfo color19.png SG rfo color20.png
Color 16
SGColor16.png
Based on Motoko Kusanagi from Ghost in the Shell.
Color 17
SGColor17.png
Based on Robo-Krabs from Spongebob Squarepants.
Color 18
SGColor18.png
Based on the Varia Suit from Super Metroid.
Color 19
SGColor19.png
Based on the Gravity Suit from Super Metroid.
Color 20
SGColor20.png
Based on KOS-MOS from Xenosaga.

SG rfo color21.png SG rfo color22.png SG rfo color23.png SG rfo color24.png SG rfo color25.png
Color 21
SGColor21.png
Based on T-elos from Xenosaga.
Color 22
SGColor22.png
Original alternate color palette. Crowdfunding request.
Color 23
SGColor23.png
Based on Kireek from Phantasy Star Online.
Color 24
SGColor24.png
Based on R-DASH 5000, a My Little Pony inspired original character. Crowdfunding request.
Color 25
SGColor25.png
Based on Spiral from Marvel Comics.

Robo 26.png Robo 27.png SG rfo color28.png SG rfo color29.png SG rfo color30.png
Color 26
SGColor26.png
Based on Mega Man.
Color 27
SGColor27.png
Based on Pharah from Overwatch.
Color 28
SGColor28.png
Based on Master Chief from the Halo series.
Color 29
SGColor29.png
Based on fully powered up Mega Man from Mega Man X.
Color 30
SGColor30.png
Based on Fei-Yen's 1P color from Virtual-On.

SG rfo color31.png SG rfo color32.png SG rfo color33.png
Color 31
SGColor31.png
Based on Zero from Mega Man.
Color 32
SGColor32.png
Based on Hidden Variable Studios' logo.
Color 33
SGColor33.png
Based on Constructs from The Legend of Zelda: Tears of the Kingdom.


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.

RoboFortune intro1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Robo-Fortune gather her pieces of body together.
RoboFortune intro2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Robo-Fortune appears on the stage and does pandiculation.
RoboFortune intro3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
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
SG rfo color4.png
Liam Canada
Canada
Inactive Parasoul H Shot / Double Clide / Robo-Fortune H Beam
Person in HVS.
Example Play
SG rfo color15.png
PME
@PME_SG
United States
United States
NJ
Active Robo-Fortune H Beam / Painwheel L Pinion / Ms. Fortune H Fiber
PME
Example Play
SG rfo color20.png
ShakyFingers
@ShakeyFingers
United States
United States
AR
Active Robo-Fortune Saw / Big Band H Train / Cerebella H LNL
Test
Example Play
SG rfo color28.png
CatPie United States
United States
Active Robo-Fortune H Beam / Big Band H Brass
Legendary Warrior Bongus67
Example Play


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other