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Robo Fortune Discussion

so here's a crappy picture my brother took while I tried to recreate it countless times.
Maybe I'm not understanding something, but Steam does have a built in screenshot function.
 
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Maybe I'm not understanding something, but Steam does have a built in screenshot function.
If a character jumps over you when RF dashes, as she keeps going, the jet effect appears on both sides.
 
maybe it could be a strong assist to counter popular assists.


Right now I can call the assist at range a bit ahead of when I think my opponent will call their assist, and stuff their assist call and allow me to enter "for free" from the air. It works so well that I don't need to really even time the assist. I can just call h beam, wait a sec then go in. If they called an assist it gets stuffed, if they didn't then I have nothing to worry about except the point so it's win win.


At the end of the day I think it's just a matter of preference. H LNL is more than likely an easier assist to use because you can call it then run in even if you are already close, and H lnl does incredible damage in one hit, and H LNL can't be ducked so it's better to setup point blank dashins.


But the caveat is that H beam assist is active forever, and has full screen range, basically making it a full screen LNL.

Choose wisely :), both have specific strengths and weaknesses the other does not.
 
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Choose wisely :), both have specific strengths and weaknesses the other does not.
As it should be. Checks and balances to keep order.
 
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Maybe I'm not understanding something, but Steam does have a built in screenshot function.
Haha, you're right, native PS3 player, so that just showed how steam savvy I am.

But to be on topic, I was happy to see a full screen assist to do full screen safe knuckles with Big Band, but then people would duck the beam, so I'm probably gonna try hidden moussles for a bit.
 
If a character jumps over you when RF dashes, as she keeps going, the jet effect appears on both sides.
Yeah, no, I fell for your shit once.

Haha, you're right, native PS3 player, so that just showed how steam savvy I am.
Wasn't trying to be a dick, was genuinely confused if there was some issue. But now you know.
 
I know we aren't supposed to ask for any more changes but something about the mine special really bugs me. It disappears if you summon another head and you already had two. On its own this is an issue that would almost never come up outside of execution error. However, if you plant a mine, then use hidden missiles and then try to summon another head right after, the mine will still disappear.

Is it possible to fix this still?
 
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I know we aren't supposed to ask for any more changes but something about the mine special really bugs me. It disappears if you summon another head and you already had two. On its own this is an issue that would almost never come up outside of execution error. However, if you plant a mine, then use hidden missiles and then try to summon another head right after, the mine will still disappear.

Is it possible to fix this still?
That's still on the list, yes.
 
time for changes is gone, just day dreaming here. it would be sweet if robo could "golf hit" the mines to change their location and/or turn them into a projectile.
 
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time for changes is gone, just day dreaming here. it would be sweet if robo could "golf hit" the mines to change their location and/or turn them into a projectile.

I:-)

could be a new extreme sport.... just whapping robo heads across the screen back and forth. could be even cooler if an enemy robo kitty could also smack your own head mines, would sorta like bella ball... but yes it is nice daydream... i like it very much. and the little part of my brain that is still in tune with reality is just telling me how chaotic that would be in a match. damn it...
 
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time for changes is gone, just day dreaming here. it would be sweet if robo could "golf hit" the mines to change their location and/or turn them into a projectile.
That sounds hard to balance as well as it would remove the point of being a trap since I imagine getting the mine to go somewhere in particular isn't something that would work very well. They'd just be a weird, arcing projectile you had to set up.

Though, if we're day dreaming I think it'd be cool if winning in det mode would make her do her time out loss animation.

Probably shouldn't be day dreaming in the beta discussion thread though.
 
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time for changes is gone, just day dreaming here. it would be sweet if robo could "golf hit" the mines to change their location and/or turn them into a projectile.
Day dreaming here: all the new animations you'd need:
- fx of bursting out of the ground
- some kind of loop of the head either spinning or doing something from being hit
- fx over that loop unless it was drawn into the animation
- some kind of landing or stopping animation
- fx related to that stop or landing animation unless it was drawn into the animation
- what does it do when it's landed? Does it go into floating head idle? (It can't if it's landed on the ground.) Does it just explode?

But that'd just make her closer to regular Fortune, which is kinda not the point? Why not have her golf swing just blow it up instead?
 
when she does :QCB::K: without a drone instead of doing the useless antenna thing can she summon a drone instead. This way she can have a normal that summons the heads and a special that summons the head. same animations too no extra art needed. this way she can summon a drone after a :HP:. again only if she doesn't already have a drone.

Or make the antenna thing have a hit box so its maybe slightly less useless.
 
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when she does :QCB::K: without a drone instead of doing the useless antenna thing can she summon a drone instead. This way she can have a normal that summons the heads and a special that summons the head. same animations too no extra art needed. this way she can summon a drone after a :HP:. again only if she doesn't already have a drone.

Or make the antenna thing have a hit box so its maybe slightly less useless.
I use headless lk to cancel out of moves and burst baits. Getting an extra head would be a cool bonus
 

Looks like Eliza doesn't need fixing but the other projectiles do.

Found this problem again except with lk missile shots. Hits all projectiles but the oncoming projectile hits the missile and goes through to come hit me. I can do another vid, but I think you get it?

EDIT: Strider Zero pointed this out to me. The window to canceling fireball hk move is super small, almost feels like sometimes it doesn't even cancel into super. I tried it myself too and it does feel tight. Is that normal?

Edit2: After fukua BFF super against robo fortune, following up with cr. mp cr. hp puts robo in blue bounce state instead of red bounce like every other character.





EDIT3: Reposted just to see if you saw
 
Edit2: After fukua BFF super against robo fortune, following up with cr. mp cr. hp puts robo in blue bounce state instead of red bounce like every other character.
I get red bounce...? If you're slow you get blue bounce, sure.
 
Mike Z would it be too much to be able to Purposely detonate the bomb after Systemic Circuit Breaker by inputting QCB+PP? that'd be incredible.
 
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@Mike_Z would it be too much to be able to Purposely detonate the bomb after Systemic Circuit Breaker by inputting QCB+PP? that'd be incredible.
He already commented on this idea saying her being able to manually detonate it would be unbalanced, the only reason we are able to force detonation with Parasoul is because it was a bug and let's be honest, that's flat out sacrificing an assist, really good assists when you consider it's Parasoul.
 
He already commented on this idea saying her being able to manually detonate it would be unbalanced, the only reason we are able to force detonation with Parasoul is because it was a bug and let's be honest, that's flat out sacrificing an assist, really good assists when you consider it's Parasoul.
ohhh gotcha. Haven't been in the robo-fortune thread much
 
Haven't been in the robo-fortune thread much
I was just trying to be informative. It was back before the detonation was in the public beta, after Salty someone asked if we could get Q's detonation command grab, that's when this was brought up.
 
Mike Z would it be too much to be able to Purposely detonate the bomb after Systemic Circuit Breaker by inputting QCB+PP? that'd be incredible.
To clarify, again...it's 1k+ chip, 3k damage, and safe on block. So nope.
 
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To clarify, again...it's 1k+ chip, 3k damage, and safe on block. So nope.
SAFE ON BLOCK? I didn't know that! Wow thats more OP than I thought and it was already broken
 
SAFE ON BLOCK? I didn't know that! Wow thats more OP than I thought and it was already broken
i mean it costs 3 meter and im pretty sure she damages herself, it dosnt appear to be broken imo
 
Yeah, it's not currently broken, it's high-risk high-reward. If it were controllable so you could use it during a pressure string then detonate yourself, it would not be the high-risk part.
 
SAFE ON BLOCK? I didn't know that! Wow thats more OP than I thought and it was already broken


It isn't just safe. It's Plus 30 on block :)

Robo gets an entire afternoon to act before her opponent does.

The explosion part is invincible for the first 53 frames then loses its invincibility for the next 87 frames.

So yeah it's plus alot and invincible alot but it's minus a whole hell of alot on wiff and can still be punished via pbgc if you practice it since its vulnerable for 87 frames.....

This is all from that handy dandy frame counter in advanced settings that mike put in... Aka the greatest thing ever.
 
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Yea pbgc punish is great. I did it vs a friend and they were NOT happy about it heh
 
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This is blowing out of proportion, guys.
 
And this is why we need to vote for the only candidate who endorses pun control.
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EXPLOSIONS!!!!!!!!!!
 
can we not pls. I just want to play minesweeper with robo kitty in peace. i hope you can understand, thank you.