Skullgirls/Robo-Fortune/Resets

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Resets with Robo-Fortune aren't quite as straight forward as other characters, as she doesn't have a quick safe overhead that keeps her pressure up.
It's important to know which resets work on which characters when using her.

Big Band, Eliza, Cerebella, Beowulf
Instant rising JLP hits these characters crouching. The confirm string depends on how close you hit JLP, and whether you forward or neutral jump. It is often one of the following:

 JLP delay JMK ...
 JLP delay JMK JHP ...
 JLP JHP ...
 JLP JHP x J236 LP + Assist Call ...

Squigly, Peacock, Painwheel, Filia, Cerebella, Valentine, Fukua, Umbrella, Annie
Against lightweight characters (sans Ms. Fortune, and with an additional surprise Cerebella), you can get an effective left right vortex against an airborne opponent.
Aim to press JLP at the apex of Robo-Fortune's jump arc after 2HP.
2LP can be used to frame trap airborne reversal buttons such as Filia and Annie's JHK.
If the opponent uses an air super without hitstop (Gregor Samson, Feral Edge, etc), cancelling into Magnetic Trap or tag-out / tag-in often beats these Supers clean.
* Against Painwheel, crossing over is much more difficult but still possible with precise timing.

 2HP 
 JLP JMP[1] JMK (Fastfall) ... 
 ... [Hold left or right to pick a landing side, frame trap landing with 2LP, 5LP, or 2LK]

UNIVERSAL

Using a held 5[MP], Robo-Fortune can pull airborne characters over her head and walk under them if walking forward, or choose to remain same side.
While technically universal, choosing between walk under or same side is more difficult on heavy characters, and often requires an assist to set up perfectly.
The heavier the character, the tougher this is to set up. On light characters, you can easily set this up from any 5HP x 214MK, 66, 5[MP]

A universal left right with an airthrow option that works on the entire cast.
2HP must usually hit the character while they are grounded, which often means skipping 2MK before 2HP.
After landing, you can either walk or dash to choose a side, or jump early into JMP / Air Throw.

 2HP JMP(All Hits) JMK JHK [Hold 9 The Entire Time] ... Land

5HK is an overhead. While it's slow, doesn't work against airborne opponents well, and often leaves Robo-Fortune in hot water on whiff or block, it can still catch opponent's unawares.
Robo-Fortune can spend one Headrone and jump towards the opponent to chase after them with a homing jump for a combo. Cancelling into JMK from the jump is often the preferred confirm.

Robo-Fortune can use Headrone Mine (214MK) to set up a high / low in the corner using JLP. [VIDEO LINK]
If the jump into JLP is buffered too closely after the airborne beam ends, Robo-Fortune's JLP becomes a mid instead of an overhead, due to double jump "cancels" (buffered in this case) always making follow-up air normals hit mid.
J236LP and J236HP both work here, but J236HP provides better frame advantage at the cost of sometimes leaving the opponent more or less airborne - experiment and find the one that works for you!

 214MK
 TK J236LP or J236HP
 Delay
 [Jump > JLP] / [Land 2LK]

See also:

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