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Robo-Fortune Combo Thread

instead of using the mk a train assist try using the heavy version, it should give you enough time to gain one more head and still be able to do kitten missiles into super. this way after the beam is done the missiles will land giving you enough time to go into Mewnetic Slam or a jump back lk for a dizzy burst.
 
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instead of using the mk a train assist try using the heavy version, it should give you enough time to gain one more head and still be able to do kitten missiles into super. this way after the beam is done the missiles will land giving you enough time to go into Mewnetic Slam or a jump back lk for a dizzy burst.
just tried that a number of times, no luck (even using slow-motion). could not get the super to start before the slide.
 
no it is possible. just got to have the a train assist called out at the last possible second where it can connect off of the s.hp.

it's just tight. like really tight.

here this is what it should look like:

 
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no it is possible. just got to have the a train assist called out at the last possible second where it can connect off of the s.hp.

it's just tight. like really tight.
apparently I just suck. haha let me try again
 
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like i said it's tight and ultimately it's unpractical in the sense that it won't do so much damage in your combo. but hey, i'm just trying to find stuff for the heads and i can't really think up of much except this and ways to convert off of grabs.
 
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for the life of me I can't figure out a way to gain heads in a combo with out having to use the A Train assist. Any other assist just doesn't give Robo Kitty enough time to get out a head and continue the combo. maybe later on my brain can actually work and find something that would be cool.

 
H Hairball lets you do it in the corner, Fil c.MK and Excellabella allows you to combo mid screen. Most lockdown assists have enough hitstun to let you combo after normals cancelled into head summons.
 
So, like, this new super is amazing, and I finally have a safe dhc for my team, so I will dedicate my life to making combos with it... or the next 2 days, whichever's longer
 
mmmmh you did the missiles a little too soon if you had done them at the tail end of the A train and then cancled into the lazor super the missiles would have came down later giving you enough time to go into the Magnet super and give you a hard knock down.
 
Longer vid this time, it was a fairly productive bit of theorycrafting for me. Setups for gaining heads, some combos that slip a headlaunch in the middle, some mid-combo detmode abuse, and a slightly tricky situation for an enemy to find themselves in.


(Edited in twice) Things I learned while creating these:
  • Setting off IPS or undizzy immediately before you blow up will just get you punished. Even if the first hit of the detonation counts, you apparently need to have a number of hits happen or you get the short version and the entire thing will whiff through their burst.
  • Probably shoulda been obvious to me given the number of special move pips on the IPS tracker, but her different beams do not share the same IPS pip.
  • The screen pulling in from the enemy getting closer via Magnetism allows Big Band's sheer size to keep the cr.HP from whiffing in the third combo.
  • s.HK in the corner canceled into Detmode is only slightly too slow to allow a second s.HK to hit. Buffered cr.HP works just fine, and arguably better!
  • s.HK to Magnet is a free head, maybe two, and an OTG burstbait. If they burst without alpha-countering, you may barely get to punish it. If they tech, yer still plus on their wakeup. I suppose it's what you get for trading the damage of actually hitting with the magnet.
  • I think the game considders a throw tech to be a throw situation or something... if you tech right before you'd detonate, you won't explode until you touch the floor, get hit, or press a button. You can still jump without blowing up!
 
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Robo Fortune the Robocat Edition


 
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Don't have time to record this but tried TheGamaniac's midscreen combo with the new Danger special.

c.LK, c.MP, MK, c.HP,
j.MK, j.HP, jc, j.MK, j.LK,
c.MP, c.HP,
j.HK, jc, j.MP, j.HK(no last hit), 236HP,
LP, c.MP, MK, HP(no last hit), 236HK, Beam Super

Did 7.8k. Have to lave out the last hit of s.HP at the end because it hits the opponent too far away for 236HK to connect. In the corner, replacing the last chain with

LPLP, MP(all), MK, HP(all), 236HK, Beam will net about 8.1k

 
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With Danger being a thing, Robo-Fortune now has a solid bump in corner damage. The buttons (if not the timings) are universal, too! I forgot to set meter back to 3, though... the shown combo builds 0.7 bars or so for you, but grants 1.5 to them. So careful with that.


Note: To get that flight angle on the last j.HK, i'm doublejumping right after I leave the ground. You also need to try and do the air H-Beam in the split second before the last j.HK hit against lightweights for them to go low enough for the s.LP.
 
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Not sure if this is one of the best, but going to go ahead and see how it measures up.

Cr.LK -> Cr.MP -> S.MK -> Cr. HP
Jump -> J.MK -> Jump -> J.MK -> J.HK (Angled Down)
Land -> S.MP -> S.MK -> Cr.HP
Jump -> J.MP -> J.HK (No Angle) -> Jump -> J. LK -> J.HK (Angled Down)
Land -> S.LP (x2) -> S.MP (Hold) -> S.MK -> S.HP -> Danger (HK) -> (1 Meter) Catastrophic Cannon Alpha

Damage:
No Meter: 6000~
1 Meter: 7600~
Damage Recorded in a (Now) 3v1 scenario.
Since many multi hit moves are included, and the cannon at the end does different damage depending on the timing, it can differ a tiny bit.

Either way, I wanted to post it since it's pretty easy, and might, if it's not good from a damage perspective, help newer R.Fortunes out. Universal (For Double, you have the choice of delaying both J.HK), and midscreen or corner doesn't matter, neither do assists or anything, so it's just basic. Has reset options, but I'm not great with resets anyhow, so it's up to others to figure that out.

Either way, just wanted to know if what I'm working with is decent, or just bad.
Oh! And you can use Magnetic Trap instead of the Laser, if you really wanna DHC into something.

(Sorry for no visual. ;w;)
 
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The damage is pretty low. You may have not noticed but 3v3 has a 1.3 on damage multiplier so with out the damage multiplier it only does 5.3K~ meter less and doesn't even break 7K with 1 meter (where for some characters they can get 8K)
 
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The damage is pretty low. You may have not noticed but 3v3 has a 1.3 on damage multiplier so with out the damage multiplier it only does 5.3K~ meter less and doesn't even break 7K with 1 meter (where for some characters they can get 8K)
Yeah, but as I can tell from the most threads (Most Videos and Written Combos), most damage is calculated via a 3v3 ratio.
I assume that's the normal, as that means most combos shown do much less in a 1v1 scenario. Thus, I used 3v3 as opposed to 1v1.

(Edited the post due to general me being an imbecile. Changed the combo itself to do more, and also set damage in 3v1.)
 
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No, normal is 1.00x damage ratio such as 1v1, 2v2 or 3v2
 
simple combo, almost universal (whiffs on double, iirc)
first time playing with air lasers
 
So that midscreen combo I posted earlier, replace all but the first c.MP with s.MP(hold) and you neat a good 8k.
 
Been messing around, had an idea and it worked.

So far this is tested on Robo Fort, Peacock, Squigly, Beowulf, Eliza and Double

2LK 2MP 5MK 2HP
j.HP double jump forward
j.MK j.HP
j.LK
2MK 2HP
jump forward double jump up j.MP (the double jump up is only important on lights, you can set up a funky looking crossup if you do the double jump forward though)
5[MP] 5HP xx 236HK
5LP LP 5[MP] 5MK 5HP xx 236HK xx 236PP

8329 damage
 
With the new vaccuum effect on s.MP, head calls during double snaps are now universal on everyone.

double snap c.LK s.[MP] c.HK
c.LP s.[MP] c.HK
c.LP s.[MP] c.HK

then you have full three heads and you can do whatever you please as your double snap.

On smaller air hitstun characters (like Double who is just a ball in the air) you need to walk forward slightly after every c.HK to ensure the s.MP hits properly and they get pulled in enough (or you don't get pushed out enough?) for c.HK to hit. I don't think this does enough damage for it to be your main loop but it's free head summons so I think it's worth learning definitely.

EDIT: Doing c.LK s.MK double snap (s.LK s.MK c.HP) x 6 kills at the s.MK while
c.LK s.MK double snap c.LK s.[MP] c.HK, (c.LP s.[MP] c.HK)x2 (s.LK s.MK c.HP) x 3 kills at the c.HP, so there isn't a lot of damage difference so probably worth learning?
 
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Don't have time to record this but tried TheGamaniac's midscreen combo with the new Danger special.

c.LK, c.MP, MK, c.HP,
j.MK, j.HP, jc, j.MK, j.LK,
c.MP, c.HP,
j.HK, jc, j.MP, j.HK(no last hit), 236HP,
LP, c.MP, MK, HP(no last hit), 236HK, Beam Super

Did 7.8k. Have to lave out the last hit of s.HP at the end because it hits the opponent too far away for 236HK to connect. In the corner, replacing the last chain with

LPLP, MP(all), MK, HP(all), 236HK, Beam will net about 8.1k

so is robo fortunate gonna get buffed or something....? like damage-wise? she seems quite weak damage-wise w/out meter. Even old val could do more :P fukua, the other ranged character can hurt people pretty bad lol.
 
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so is robo fortunate gonna get buffed or something....? like damage-wise? she seems quite weak damage-wise w/out meter. Even old val could do more :P fukua, the other ranged character can hurt people pretty bad lol.
After what Mike said last night I doubt she'll see any major buffs.
 
so is robo fortunate gonna get buffed or something....? like damage-wise? she seems quite weak damage-wise w/out meter. Even old val could do more :P fukua, the other ranged character can hurt people pretty bad lol.
She can hit for 6.2k pretty much universally without meter and 8k with meter. That's more than quite a few characters, including fukua.
 
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Mmmm I guess...what'd mike say yesterday...? Link for notes...vid?
 
what'd mike say yesterday
I'm not digging through a 5 hour stream for it, MegamanD$ was making requests for properties added to some moves, Mike replied saying since she wasn't getting enough time in Beta he wouldn't risk overpowering her because he'd rather her be useless than overpowered (for obvious reasons), so not to look for too much in terms of buffs.
 
she seems quite weak damage-wise w/out meter.
She can hit for 6.2k pretty much universally without meter and 8k with meter. That's more than quite a few characters, including fukua.

Yeah, uh, Robo does a lot of damage currently. Maybe YOUR Robo doesn't...but that doesn't mean she can't. :^P
 
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(This is not at Mike)

The easy universal stuff you find screwing around in training mode uses J.MP or j.HK somewhere early and kills the combo.

The Remikz combo that links a falling j.LK after j.MK... good luck to me hitting that online against multiple weights and hitboxes.

I need a meathands equivalent to Double barrel loops that lets me do 80~90% of Robo's real combo damage at 10% of the execution. Any candidates?
 
here's a super easy one then.

7780 with 1 meter, 6130 without.

2LK 2MP 5MK 2HP (2MP for consistency damage wise with others, but you should really use 5MP!)
j.LK j.MK double jump
j.LK j.MK
2MP 5MK 2HP
j.MP j.HK (angle slightly down forward) double jump
j.LP j.HK
5LP LP 5[MP] 5MK 5HP xx 236HK xx 236PP
 
Yeah, uh, Robo does a lot of damage currently. Maybe YOUR Robo doesn't...but that doesn't mean she can't. :^P
thats actually pretty on-point. Can't wait till retail <3 any ETA anyone? not to get off topic. but curious....I wanna get my material ready for a couple upcoming skullgirl videos
 
any ETA anyone
At Salty Mike made it sound like he was trying to be done before Evo, but I don't know if that's an actual ETA or not.
 
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