Robo-Fortune Combo Thread

Discussion in 'Robo-Fortune' started by Liam, Dec 22, 2014.

  1. CaioLugon

    CaioLugon It's an alpaca Gameplay Mod

    Location:
    Brazil
    Steam:
    CaioLugon
    PSN:
    O3366-2020O
    Ms. Fortune
    Cerebella
    Big Band


    Do j.lp instead of j.lk on double and bigband.
     
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  2. fenster

    fenster Stop Bugging me about Avatars ;_;

    Location:
    Indianapolis, Indiana
    Steam:
    fensterSA
    Parasoul
    Is there a route for this you can do to omit the micro dash? Does omiting the Air H laser cut a lot of damage or no?
     
  3. CaioLugon

    CaioLugon It's an alpaca Gameplay Mod

    Location:
    Brazil
    Steam:
    CaioLugon
    PSN:
    O3366-2020O
    Ms. Fortune
    Cerebella
    Big Band
    There's no micro dash, if you're refering to the link after beam I just held forward there. But either way, replacing the last chain with the usual j.mp, j.hk, j.lp, j.hk still does 7.9k.

    Show Spoiler
    The versions I had were these:

    c.lk, c.mp, s.mk, c.hp,
    j.lk, j.mk, j.hp, djc, j.mk,
    c.mp, c.hp,
    j.hk, djc, j.mp, j.hk, H beam,
    s.lp, s.lp, s.mp(hold), s.hp, H danger, super


    c.lk, c.mp, s.mk, c.hp,
    j.lk, j.mk, j.hp, djc, j.mk,
    c.mp, s.mk, c.hp,
    j.hk, djc, j.mp, j.hk,
    s.lp, s.lp, s.mp(hold), s.mk, s.hp, H danger, super


    c.lk, c.mp, s.mk, c.hp,
    j.lk, j.mk, j.hp, djc, j.mk,
    c.mp, c.hp,
    j.mp, j.hk, djc, j.lp, j.hk,
    s.lp, s.lp, s.mp(hold), s.mk, s.hp, H danger, super
     
    fenster likes this.
  4. Receita Federal

    Receita Federal 300ms Member

    Location:
    Brazil
    Steam:
    receitafederal
    Valentine
    Double
    Big Band


    some damage
     
    Cattfish likes this.
  5. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double

    and I thought 8.5k with Pillar was good. Nice find.

    Combo Notations for Robo Pillar fans (open)
    c.LK c.MP c.MK s.HK c.HK Pillar Assist
    jump
    S.HP H Beam djc j.MK j.HP H Beam
    land
    s.MP s.HP Mine
    s.LP s.LP s.HP HK Danger!
    OTG
    c.LK s.[MP] s.MK s.HP HK Danger! CCAlpha
    8514 damage
     
  6. medivh

    medivh Member

    Steam:
    medivh
    Robo Fortune
    What is her go to BnB for a beginner player?
     
    Last edited: Aug 31, 2016
  7. noaa

    noaa Beat Extend resolve tudo™

    Steam:
    da_killah17
    Parasoul
    Robo Fortune
    Double
    This is a link. It is not meant to be easy... other than good timing there's not much to it.
    You could try to do this:
    s[MP] s.mk
    sLP anything

    It is slightly easier, but might require you to retweak your combo because of undizzy.
     
    medivh likes this.
  8. medivh

    medivh Member

    Steam:
    medivh
    Robo Fortune
    Does she have a easier BnB for a beginner?
     
  9. noaa

    noaa Beat Extend resolve tudo™

    Steam:
    da_killah17
    Parasoul
    Robo Fortune
    Double
    You can try this one:

    c.lk > s.mp > s.mk > c.hp
    j.mk
    > j.hk > djc > j.mk > j.hk(holddown)
    s.mp(hold) > s.mk > c.hp
    j.lk
    > j.mk > j.hk(holddown)
    s.lp > s.lp > s.mp(hold) > s.mk > s.hp > xx H Danger > xx Super

    djc stands for double jump cancel. Just tap up forward during a hit.

    This bnb is universal, but it is a bit timing specific on heavy (and some medium) weights depending on how you do it. A good way to make it consistent on everyone is by doing this:

    Once you do your c.hp launcher jump INSTANTLY, but wait just a tiny little bit to press the first air button (j.mk and j.lk, for both parts after you launch) and you should be good. I have highlighted these moments on the combo notation for ya.

    If for some reason you're failing on the second airstring (j.lk > j.mk > j.hk(holddown)), you can try to replace j.mk for j.mp. You will lose damage for this, but it makes it easier to connect consistently.

    If you're feeling comfortable with it, you could try to squeeze in all of the j.hk hits on every part... but it is really difficult on light weights and I wouldn't recommend trying it on anyone that isn't medium and heavy.
    Show Spoiler
    If you're still having issues, you can try this variation instead:
    c.lk > s.mp > s.mk > c.hp
    j.mk
    > j.hk > djc > j.mk > j.hk(holddown)
    s.lk > s.mp(hold) > s.mk > c.hp
    j.mp > j.hk(holddown)
    s.lp > s.lp > s.mp(hold) > s.mk > s.hp > xx H Danger > xx Super

    This one removes the need to do s.mp after j.hk which can be a little tricky.
    Good luck :)
     
    Last edited: Aug 31, 2016
    Receita Federal, fenster and medivh like this.
  10. zarkingphoton

    zarkingphoton Amateur Proctologist

    PSN:
    zarking_photon
    Peacock
    Big Band
    Double
    The [MP] part means to hold that button. Give it another try.
     
    medivh likes this.
  11. medivh

    medivh Member

    Steam:
    medivh
    Robo Fortune
    Oh... I thought it meant restand or something.
     
  12. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    This is neat.



    Do you do this, @mpgame99 ?

    Also note, sMK went from +10 to +7 as a side effect of rebalancing it in the beta.
    This turns sMK > sLP into a 1F link and makes sMK > sLK/cLK impossible.

    Could be addressed but if it's not then that's a thing.
     
  13. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double


    Just to add onto that, you get 8k if you spend the mine. Retail damage is here, albeit buried beneath tight links!!


    And honestly so long as s.HP > Mine and c.MK vacuum work, Robo is good on combo help. She can manage 7k mid-7.3k corner-8k punish HCH by herself. It's not what she used to be, but the combo tools in general feel better. (Except for Air H Beam >s.MP not working anymore)
     
  14. mpgame99

    mpgame99 Active Member

    Steam:
    mpgame99
    PSN:
    malikpate
    XBL:
    mpgame99
    Valentine
    Beowulf
    Eliza
    I know about this, but since most of my confirms in neutral are from beam > bypass I never get the chance to use it. I will start using that combo though. I'm really bad at optimizing combos so I really needed that.
     
  15. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double
    Warning: May be loud also dropped frames because yes.

    I uploaded four of the things I've mentioned;reminder don't do these on Double but do these on everyone else. I did most of them on Parasoul because she's easy.








     
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  16. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double
    Double post but I was rewatching Mike's 2v3 TOD CereBand combo video and wanted Robo to do the same with that much meter. Turns out she can, if it's in the corner and HCH. :V

    I feel like it's applicable because 1. People use HP Hurl for Robo Fortune anyways 2. You don't need a head. 3. You only need 2.09 meter versus 3 bars to start. 4. You can bait people into bursting/reversal versus Robo easily. It does 11014 with Robo alone: there's also a video in there with CCAlpha ender in 1v1.

     
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  17. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    I wanted to refurbish (probably not the best word for it?) the Robo Fortune compendium and was looking for what people think are optimal combos. I haven't kept up with the character extremely well with regards to combos so I'd like some good starting combos/intermediate-advanced combos for midscreen, corner, midscreen w/ head and corner w/ head. Also a combo that uses a cool assist extension would be neat so people can try to experiment with those.
     
  18. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    ReFURbish is a perfect word, thanks. :^)
     
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  19. Ninja

    Ninja [Jazzy Diamonds]

    Location:
    Unknown
    Big Band
    Cerebella
    :[

    the cat puns...

    rip me
     
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  20. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    This is probably what getting Kanchou'd thrice in a row from the same reset point feels like.
     
  21. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double
    I have an entire flowchart of what optimized solo Robo can do with/without heads // head-no head //Midscreen-corner// CH-not CH (also different enders depending on what you prioritize). I could cross-post it from my training diary and then send the notations. The s.HK HCH is really difficult and uploading it would take a while though.
     
  22. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Just a heads up I'm not interested in putting extremely difficult situational confirms in the OP, unless it's just a quick link to the post in the thread.

    I already get enough people telling me JLK JMK DJ JLK JMK is too hard as it is.

    Her midscreens shouldn't be too different from retail, the numbers just need to be recorded.

    Due to H Beam loops in the corner I expect to get new corner combos out there.
     
  23. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    If you can post the notations I can make the vids, the help would be sickerino, mon ami.
     
  24. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double
    Okay, the Robo Fortune "not-on-Double but it's coming soon" Flowchart is ready. This took me so long to format oh man.
    Note that some characters don't get hit by the first hit of [s.MP] or that not all j.MP or j.HK will connect, so this is the "at best" damage.
    Ready? START!

    Is your combo midscreen or in the corner?

    Midscreen (open)
    Did you receive a counter hit?
    Yes (open)
    What button did you start with?
    c.HP (open)
    Do you have a head to use in your combo?
    Yes (open)
    What is your priority?
    Building more heads + using no meter (5995 damage (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK air H BEAM
    s.LK [s.MP] s.HP Mine
    s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK

    Building more heads + Using 1 meter (6995 damage (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK air H BEAM
    s.LK [s.MP] s.HP Mine
    s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet

    Damage + Using 1 meter (7914 damage) (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK air H BEAM
    s.LK [s.MP] s.HP Mine
    s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha


    No (open)
    What is your priority?
    Building more heads + using no meter (5643 damage (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.LK j.HK
    land, then jump
    j.LP j.HK djc j.MP j.HK air H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK

    Building more heads + using 1 meter (6643 damage (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.LK j.HK
    land, then jump
    j.LP j.HK djc j.MP j.HK air H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet

    Damage + using meter (7542 damage) (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.LK j.HK
    land, then jump
    j.LP j.HK djc j.MP j.HK air HP Beam
    s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha



    s.HK (open)
    Do you have a head to use in your combo?
    Yes (open)

    Damage!!! (8556 damage) (open)


    s.HK Magnet
    c.HP
    j.HP djc j.MK j.HK
    c.MK s.HP Mine
    [s.MP] c.HP
    j.HK djc j.MP j.HK air H BEAM
    s.LK (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha


    No (open)
    What is your priority?
    Building 3 heads + using 1 meter (6107 damage) (open)


    s.HK c.HK c.HK Magnet
    s.LK s.MP c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK

    Damage + Building 2 heads - using 2 meter (8046 damage) (open)


    s.HK c.HK c.HK Magnet
    s.LK s.MP c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK H BEAM
    s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha





    No (open)
    What move connected?
    c.LK or usual starter (open)

    Spending a head is not optimal.
    What is your priority?

    Building more heads + using no meter (open)


    c.LK c.MP s.MK c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK

    Building more heads + using 1 meter (open)


    c.LK c.MP s.MK c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet

    Damage + using 1 meter (7001 damage) (open)


    c.LK c.MP s.MK c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    j.HK djc j.MP j.HK H BEAM
    s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha


    s.HK (open)
    What is your priority?
    Building 3 heads + spending 1 meter (open)


    s.HK c.HK c.HK Magnet
    s.LK s.MK c.HP
    j.HP djc j.MK j.HK
    land j.LK j.MP djc j.LP j.MP H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK

    More Damage + Building 2 heads + spending 1 meter (open)


    s.HK c.HK c.HK Magnet
    s.LK s.MK c.HP
    j.HP djc j.MK j.LK
    s.MP s.HP Mine
    j.LP j.MP air H BEAM
    s.LP (2x) [s.MP] s.MK s.HK c.HK

    Most Damage + Building 1 head - spending 2 meter (7205 damage) (open)


    s.HK c.HK c.HK Magnet
    s.LK s.MK c.HP
    j.HP djc j.MK j.LK
    s.MP s.HP Mine
    j.LP j.MP air H BEAM
    s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha







    Corner (open)

    Using a head in a corner combo is not optimal.
    Did you receive a counter hit?

    Yes (open)

    c.HP is the only useful HCH! (8728 damage) (open)


    c.HP
    j.HP djc j.MK j.HP
    c.MK c.HP
    air H BEAM djc j.LK j.MP air H Beam
    land, then jump
    j.LP j.HK air H BEAM
    s.LP (2x) s.HP HK Danger!
    s.LK [s.MP] s.MK s.HP HK Danger! CCAlpha



    No (open)

    Corner BnB (7351 damage) (open)


    c.LK c.MP s.MK c.HP
    j.HP air H BEAM djc j.LK j.MP air H BEAM
    land, then jump
    j.LP j.HK air H BEAM
    s.LP (2x) s.HP HK Danger!
    s.LK [s.MP] s.MK s.HP HK Danger! CCAlpha



     
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  25. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    You are an absolute G and maybe put too much effort into it lmao. I'll copy paste all this into the compendium.

    Out of curiosity, is the j.HP stuff happy birthday proof? The j.LK j.MK stuff worked on everyone but obviously now does garbage damage.
     
  26. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double


    Unfortunately for our birthday enthusiasts, j.HP does not hit both characters. The old BnB is the only useful happy birthday combo, and even then it barely carries to the corner from the middle of the screen. I've been trying to use more j.HK for the distance, but undizzy has something to say about it. If you use H Hurl or Fukua Drill assist, you're much better off in double snap situations. Unfortunately there are no unbirthday setups for Level 3 Detonation atm; I've been trying to work on those.
     
  27. stronzolo

    stronzolo New Member

    Steam:
    stronzolo
    Robo Fortune
    Is the first BnB showed in the OP(the one without the DJ cancel) still good/doable? (I'm talking about the beta), if not what is a good BnB for the currente beta Robo?
    EDIT:Are the combo posted in the last page good for a beginner?
    EDIT1:how about the one posted by noaa in response to medivh?
     
    Last edited: Dec 15, 2016
  28. mpgame99

    mpgame99 Active Member

    Steam:
    mpgame99
    PSN:
    malikpate
    XBL:
    mpgame99
    Valentine
    Beowulf
    Eliza
    The best robo combos are the ones posted by catfish a few post above yours. They're pretty tough for a beginner though so I would recommend the doing the ones in the OP. They aren't super optimal but they are pretty easy and they do decent damage.
     
    stronzolo likes this.
  29. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Combos in the OP are fine, I still use the JLK JMK DJ JLK JMK one.
    The combos themselves haven't changed too much besides her corner ones, which I'll get around to adding once I'm sure the beta is finalized. (It basically is for Robo so I'll do that soon)

    The combos just do less damage now.

    Like Mpgame said, I wouldn't recommend the jHP DJ, jMK jHP combos to anyone. (Which is why I don't want to add them to the OP)
    They are terribly inconsistent and difficult, and tournament unviable imo.
    I'd be really impressed to see Catfish pull those off in a tournament setting without ever dropping them.
     
  30. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double
    I've been really afk with Skullgirls and the Robo Fortune flowchart because I'm grinding out a new Kum Haehyun. Have a bunch of stuff in the meantime. CH stuff seems pretty optimal, honestly the Double stuff is flashy: its not too hard to hit but its a lot to remember. Assists will show ideas for those who run Bypass/Hurl/H Bomber/H Knuckles?

    Robo Fortune CH Combos (open)

    Robo Fortune vs Double (open)

    Fun With Assists! (open)
    Valentine (open)

    Filia (open)

    Double (open)

    Beowulf (open)

    Big Band (open)

    Long Combo (open)


    Also this is really good. You can also Super > Magnet too if you want to spend meter. Leaving this here for Robo players to see.

     
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  31. stronzolo

    stronzolo New Member

    Steam:
    stronzolo
    Robo Fortune
    Are the combos in the op still viable? After some time away from the game i'm practicing the first and second one in the OP and i can't seem to fully hit with the second J.HK (most of the time it doesn't hit at all) in the first midescreen combo while i can't seem to connect the DJC>J.LK>J.MK in the second combo before my opponent falls to the ground.
    Am I missing something or is it just poor execution from my side?
     
  32. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    Look at the compendium for youtube videos for reference on how to do it.
     
  33. PME

    PME R.I.P. Airdash Cancels

    Location:
    Virginia
    Steam:
    KPB | PME
    PSN:
    PMEmmanuel
    Ms. Fortune
    Fukua
    Robo Fortune
    They still work, but I definitely don't recommend the [j.LK > j.MK > DJC > j.LK > j.MK] one unless you fully understand how fast each character falls and can learn the timing for when to press each button.
     
  34. stronzolo

    stronzolo New Member

    Steam:
    stronzolo
    Robo Fortune
    Thank you all, i was able to perform the first one smoothly after a bit of practice

    So it's actually possible to pull off that combo on every character by adjusting the timing of the inpputs to the time they take to fall?
     
  35. Cattfish

    Cattfish Active Member

    Location:
    Charlotte, VT
    Steam:
    IBelieveIn720
    Robo Fortune
    Double


    Yes! It's a very delayed timing if you do it on double, but possible.
     
  36. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Made a post here about special IPS / Undizzy rules with Robo's heads that you might want to read up on when making combos and doing them.
    Slightly advanced.
     
    softie likes this.
  37. Nevins

    Nevins Hidden character Art Moderator

    Location:
    Concord, CA
    PSN:
    cpnsleepy
    Fukua
    Robo Fortune
    Big Band
    Can't do the corner combo in the B&B topic. Any easier corner combos involving H Beam? Found some on YouTube I couldn't do either.
    Lower damage is fine. I just need to be able to do it at this point. Thanks.
     
  38. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    The corner combo in the OP was trash for this version.
    I removed it and replaced it with a different one.
    There's 3 H Beams and no 2F link.

    Try that one.
     
    Nevins likes this.
  39. Nevins

    Nevins Hidden character Art Moderator

    Location:
    Concord, CA
    PSN:
    cpnsleepy
    Fukua
    Robo Fortune
    Big Band
    Oh, no wonder I had problems. Thanks!
     
  40. Raging_Zoroark

    Raging_Zoroark Hot headed

    Steam:
    Razor
    XBL:
    ApartFriend1317
    Squigly
    Double
    This new corner combo is nice (is it really universal? I don't think I'll be able to perform it on Double or Big Band). I made a video of it, if you want you can put in the OP.



    I reached 7321 damage with it.
     

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