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Robo Fortune Discussion

Would be nice if anyone else did it. Same for hitboxes. And all the other convenient features SG has that other games don't in training mode. Skullgirls runs a maximum of $25 now for one version, the rest are $15, $60 games being so far behind is pretty absurd.
 
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It is amazing but i didn't feel like testing sorry :v

I don't think any other non-indie fighter will have cool training features like that because frankly AAA devs either don't give a crap or don't know what they're doing, take your pick or both.
 
A while ago it was discussed that Robo Fortune might get buffers on her double jumps from air normals. Was this ever added in, @Mike_Z ? Doesn't seem like it was from reading the patch notes. It'd be great to have a buffer for double jumps on hit, block or whiff, especially off of j.HP since otherwise timing it is pretty difficult especially when your point is barely above the ground. I understand this may be a difficult thing to add and if you can't do it then that's too bad, I'll try to git gud instead.
I mean you could always lower the recovery though and that would be greatly appreciated :^)
 
A while ago it was discussed that Robo Fortune might get buffers on her double jumps from air normals. Was this ever added in, @Mike_Z ? Doesn't seem like it was from reading the patch notes. It'd be great to have a buffer for double jumps on hit, block or whiff, especially off of j.HP since otherwise timing it is pretty difficult especially when your point is barely above the ground. I understand this may be a difficult thing to add and if you can't do it then that's too bad, I'll try to git gud instead.
I mean you could always lower the recovery though and that would be greatly appreciated :^)
The game is complete.
game
complete
nothing else changing
it's too bad you didn't remind me about this weeks ago, innit, maybe for lobby patch if you remind me again later... :^(

And lowering the RECOVERY on j.HP wouldn't do anything to help you comboing off it with a jump cancel. Raising the hitstun would. :^)
 
The game is complete.
game
complete
nothing else changing
it's too bad you didn't remind me about this weeks ago, innit, maybe for lobby patch if you remind me again later... :^(

And lowering the RECOVERY on j.HP wouldn't do anything to help you comboing off it with a jump cancel. Raising the hitstun would. :^)

I don't need that change for jump cancels, I'm honestly fine with its hitstun and its ability to provide hit confirms because I can use assists to convert off of it anyway, but rather for when j.HP whiffs. I do a lot of normal jump j.HP as a pseudo magnetic blast, and being able to double jump when it whiffs allows me stuff like poking at different heights with it. I'm still messing with it and I'm a low IQ charge character player so I'm not able to fully explain with good logic and evidence what making that easier would give to the character as a whole, so sorry about that :^/
 
for when j.HP whiffs.
Oh er. The buffer for her would be on hit and block, not whiff.
Whiff would have to be game wide, and is a huuuuuuuuuuge change that I'm not sure I can safely make.
MvC2 did do that, though, release and re-hold Up to jump after your move finishes. :^(
 
Can we get air dash back?:PUN:

Just a joke Mr. Zaimont, you can cease your urge to kill now
 
The urge to kill you gets stronger when you waste his time with jokes.
It doesn't diminish because you're joking, it makes it worse!
 
The lack of an air dash feels super weird to me, honestly, I'm pressing Guilty Gear buttons and then I can't air dash, it's bizarre, doesn't really help that she had one to begin with.

I am not requesting a change, just commenting. I understand that it was for balancing.
 
Ms. fortune head is there to soften his heart.

I understand that air dash makes her very, very strong. Combined with j.HK it was possible to get mad confirms/ crossups from mid screen. Too bad it was removed before Theonite beam was implemented. Air lasers would be much more safer.
 
Don't get me wrong, I love Robo-Fortune the way she is. The only "negative" thing I have to say about her is it feels weird that I can't air dash.
 
Sometimes I feel like I'm the single one person who loves Robo Fortune just the way she currently is. No other "version" of her pleased me as much as the actual one does.

You are yet to see me complain about a double jump character.
 
Sometimes I feel like I'm the single one person who loves Robo Fortune just the way she currently is. No other "version" of her pleased me as much as the actual one does.

I love robo just as she is now too, even disagreeing with a lot of people of how bad she is (or was? if people even still believe that), but that doesn't mean jHP AD jMP or IAD jMP wasn't the most fun thing ever. Air Dash Robo vs Bella was like 10-0 lmao it was great.
 
I love robo too. I can hang just above the opponents head and j.mp all day crossing over.
 
robo is meh in my books. She has tools for pressure, a tiny bit of space control via the heads, and a bit of keepaway. The thing is that Robo has to switch between all of these game styles when fighting. That she has to either zone so she can make space to gain heads to control space so that then she can do pressure on the opponent which in turn has to field out more heads for when she finishes the combo she can set up an other head to control where the opponent is going, or she has to go in crazy finish a quick combo and then back off to gain a head and then try to resort to doing an unsafe space control with a mine and then back off to do quick pokes via her light and medium lasers. And you have to know the distances between you and your opponent so that you can switch between zoning, space control, and pressure because if you're too close to the opponent and you try to zone you'll get punished, if you try to control space either a tiny bit too far it can be ineffective in making your opponent do what you want them to do, pressure is just get in as close as possible and try to mix the opponent up (that shouldn't too hard to mess up if you have played other rush down characters.) This is why Robo Kitty's dash is so fast it allows her to quickly get into position so that she can do the appropriate play style for that time in the match. But in the end this playstyle is not for me so all i can say is "Meh, go for it if you think you can do the job of three other characters all wrapped up in one."
 
robo is meh in my books.
[snip]
But in the end this playstyle is not for me
Why bother posting an opinion you invalidate at the end? "I am not good enough to play this character properly so I don't think she's very good" is NOT IMPORTANT INFORMATION. That's the nicest way I can put that.
(Multiple times, too. Does your opinion become more factual the more you post it?)
 
The playstyle is DEFINITELY for me, I love the way this character moves around the screen and I like how she can shoot beams. I need a lot more experience with her before I'll feel like I have a sense of how good she is though.
 
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The playstyle is DEFINITELY for me, I love the way this character moves around the screen and I like how she can shoot beams. I need a lot more experience with her before I'll feel like I have a sense of how good she is though.

This.

Robo-Fortune reminds me a lot of Fukua, in that she seems to be kind of a mix between rush and zone. I absolutely love fusion characters like this and swapping between the play styles mid match, it makes for some interesting mind games.

RF seems to take it to another level at that. It's going to be hard for me to make up my mind as to who I like better of the two, Fukua or Robo-Fortune. Much <3 for this character!
 
This is the result of theory fighting over several hours because I had nothing better to do.

I have been messing with RF zoning more and more and have come to the conclusion that while this character doesn't really have patterns where there aren't obvious holes (but it's still early so with proper research and team composition there might well be and I probably sound like an idiot) but what she has are different sequences that cover different parts of the screen differently (these probably sound like the same thing to some people so again I probably sound like an idiot).

In quite a few matchups you can do really well not having to cover the upper part of the screen since outside of Fortune and Valentine, no other character can really threaten Robo Fortune from that high up. This makes a lot of assist based sequences hard to deal with. For example I can do

j.HP call Filia

From here I can either M or H air beam if I expect people to jump to avoid the assist, double jump forward L beam to put a hitbox on top of them so they get hit for trying to hit the assist, or if they don't want to do anything I can simply land and as they are in block stun from the assist, call a head, which is mostly safe outside of against a few characters who can PBGC super (?).

Also I can choose to call the assist with a beam to vary the timing of the assist and how they are supposed to move. If they run into j.HP and I had called Filia I can confirm to an L Beam from where I can either spend a bar with magnet super and combo, or use the hits to get one head out, or two depending on the height that L Beam connected. With my team I also have the ability to confirm off of j.HP without having to call an assist beforehand or spend meter with beat extend but this seems much more rare to find in an assist and honestly I'm not sure which one is better because calling the lockdown assist with it does seem to cover more bases.
Also using lockdown/zoning assists such as hairball, copter (yes I think Robo Fortune actually can use copter to help zone) and hornet bomber allow Robo to gain heads in neutral when they are blocked, which is a godsend (this was made safer by removing 5 frames off the recovery of c.HK, thanks Mike!) especially since mine became a get off me.

If you have a hard read on a jump or a blind forward advance you have excellent tools to stop it, namely air to air j.LK , 2LP, L Danger if you're feeling lucky and air throw to stop air approaches (or run under them with Robo's godlike run speed lol) or j.HP (this normal is seriously godlike), lay down a mine (useful vs armoured approaches and armoured assist approaches), use Kamikaze and either approach yourself or stay back and look for them to jump over it and anti air that, or 9HK over them to avoid ground approaches.

Also when you get three (or two but three is better obv) heads and can safely call it, hidden missiles is truly amazing. It forces extremely varied reactions from people, some like to run ahead to hit you while others decide to brave it out and stay put. Both are great as the former has to deal with all of Robo Fortune's tools to stop blind approaches and now missiles are going to rain on them, and the latter allows you to summon heads and let assists recover so you can do it all again.
 
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I'm currently running her with my main, Big Band, and focusing mostly on zoning with the lasers. I'm having a lot of success so far tbh. His Brass Knuckles assist makes zoning so much easier.
 
I am having huge success with Robo-Fortune and Fukua. Fukua's slow l.P Love Dart seems to be an excellent complement to Robo's instant lasers.

Is it just me or does Robo-Fortune seem to be an excellent(and I mean EXCELLENT) match up against Peacock? I've had so much trouble against Peacock prior to having Robo-Fortune, it's like a night and day difference. And I'm not even good with Robo-Fortune yet.
 
I am having huge success with Robo-Fortune and Fukua. Fukua's slow l.P Love Dart seems to be an excellent complement to Robo's instant lasers.

Is it just me or does Robo-Fortune seem to be an excellent(and I mean EXCELLENT) match up against Peacock? I've had so much trouble against Peacock prior to having Robo-Fortune, it's like a night and day difference. And I'm not even good with Robo-Fortune yet.
I haven't played vs Robo Fortune too much yet but from what I have played I don't feel like it's bad for Peacock. L Beam is annoying but there's ways around it.
 
This character is very interesting to say the least. Had the chance to do a ft25 yesterday against a bella to mostly success, I feel like part of its due to lack of mu knowledge and I'm not confident to make any claims. That aside, most rounds were pretty clean, only a few things came to mind.

1. Mines don't feel safe to deploy in neutral. I'm still not sure what to do with them yet exactly. I'm thinking I should keep them for knockdown and use em as a kind of safety barrier Incase I mess up oki?

2. This
I have been messing with RF zoning more and more and have come to the conclusion that while this character doesn't really have patterns where there aren't obvious holes but what she has are different sequences that cover different parts of the screen differently

In quite a few matchups you can do really well not having to cover the upper part of the screen since outside of Fortune and Valentine, no other character can really threaten Robo Fortune from that high up.

Also when you get three (or two but three is better obv) heads and can safely call it, hidden missiles is truly amazing. It forces extremely varied reactions from people, some like to run ahead to hit you while others decide to brave it out and stay put.

3. j.HP is great in neutral and baiting stuff out to whiff(Although I have no idea what to do with it on hit), j.HK is amazing for air movement, ground dash is scarily fast and can net your great opportunities on their whiffed stuff.

4. Unsure of when to use system circuit breaker, and I'd love to because it looks great

Overall I'm really appreciating and thoroughly enjoying how rush down and cheesy you can get with your space control.
I've been running her with H.Drill fukua and you can get really aggressive on the offense, free to do your crossups with j.MP and j.HK etc etc. No real reversal is kinda worrisome as I can't imagine wake up s.HP is gonna become a threat for much longer, but blocking still exists and I guess thats the trade off.
 
No real reversal is kinda worrisome as I can't imagine wake up s.HP is gonna become a threat for much longer, but blocking still exists and I guess thats the trade off.

This is the one area I'm really struggling with, especially in the corner. Robo in the corner feels like a nightmare trying to get out to me.

I'm curious what you all are doing to get out of corner situations with Robo.
 
I'm massing Robo these days... Still really REALLY early to say anything about matchup and some specific issues but... I can't feel helpless with her at all.

I'm running Point Robo (s.hp) + Anchor Double (L bomber).

She has 3 buttons that are helping me a ton on the corner. Funnily they're the ones I thought I would use the least in these situations: c.lp, j.lp and j.lk. Yeah, screw L Danger and s.hp (they're awesome don't get me wrong).

It all swims around pushblocking. Once you get that little bit of space, these buttons become a nightmare. Do a pushblock and challenge your opponent's jump with one of your jumping lights, convert with j.mp. Feeling uneasy about that? Stay on the ground, pushblock again, if you're on that weird Filia's max range j.hp range, stuff it with L Danger if you're feeling fancy.

It's all about getting back to NOT being stunned. If you're not ON BLOCK, you're good. Fuck if your back is at the corner. Don't get desperate. You actually have good buttons to use on reaction, unlike Peacock that has like... sword. THEY have reasons to be desperate. You're a fucking robot, you don't even have emotions why would you be desperate? please recover from depression robo i love your shiny metal tail

I mean... I get options like L bomber on top of these normals to get out of desperate times which is more than enough of a defensive tool AND a wall for me to use at neutral. Plus s.mk is a fucking joke why is that so plus on block I can do everything with this metal cat.

Anyway... I'm rambling uselessly now. But I'm having a blast. Thank you for existing, Robo Fortune.
 
1. Mines don't feel safe to deploy in neutral. I'm still not sure what to do with them yet exactly. I'm thinking I should keep them for knockdown and use em as a kind of safety barrier Incase I mess up oki?

Outside of Bella and BB I really don't think there's a big use for deploying mines specifically for the sake of deploying them, at least I don't think that should be a go to in matchups that aren't Bella or BB (for Bella it doesn't let her tumble run and for BB it takes out rush punches). Basically what mine does in neutral is, at least for my team anyway, it stops the opponent from taking up that ground space passively, as in I don't have to spend active time and resources defending that space, while you can concentrate on the air advances and let your assist that covers the ground heal, but then again I haven't experimented too much with smart mine placement.
 
This is the one area I'm really struggling with, especially in the corner. Robo in the corner feels like a nightmare trying to get out to me.

I'm curious what you all are doing to get out of corner situations with Robo.
Forward dash under them if they jump, super jump j.HK to get over them if they stay on the ground.

I feel like Robo gets out of the corner easier than most characters tbh.
 
Is it just me or does Robo-Fortune seem to be an excellent(and I mean EXCELLENT) match up against Peacock? I've had so much trouble against Peacock prior to having Robo-Fortune, it's like a night and day difference. And I'm not even good with Robo-Fortune yet.


That video doesn't cover that Peacock can teleport for free against any normal laser and there's nothing much Robo can do about it. Your video has Robo using level 5 to hit Peacock's teleport, which needless to say isn't exactly going to be a reliable position to be in.

To me, the MU feels very much like Peacock favor if Peacock has the right assist and knows that she can teleport in on Robo very well. But at the same time, I don't really put much into Rushing down as Robo yet which is probably what Robo's should aim for in that match.

Outside of Bella and BB I really don't think there's a big use for deploying mines specifically for the sake of deploying them, at least I don't think that should be a go to in matchups that aren't Bella or BB (for Bella it doesn't let her tumble run and for BB it takes out rush punches). Basically what mine does in neutral is, at least for my team anyway, it stops the opponent from taking up that ground space passively, as in I don't have to spend active time and resources defending that space, while you can concentrate on the air advances and let your assist that covers the ground heal, but then again I haven't experimented too much with smart mine placement.

The mine is also good against players/characters who need to mix in ground dashes as part of their approach. IMO, I think the mine helps a bunch playing against Ms. Fortune after having tried it out, the Mine stops Filia's sweeps completely, and while there isn't a lot of Para vs Robo out there yet I feel like mine would be a big hassle against a good Robo if I'm playing Parasoul (and it messed me up a lot when Mpgame first started trying out mines).
 
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That video doesn't cover that Peacock can teleport for free against any normal laser and there's nothing much Robo can do about it. Your video has Robo using level 5 to hit Peacock's teleport, which needless to say isn't exactly going to be a reliable position to be in.

Cool & not my video, but thanks for the info bro.
 
When j.HP collides with a projectile I can't jump cancel j.HP. Is this intended behaviour? @Mike_Z
 
If I do j.HP and Parasoul does tear shot, I can't jump cancel j.HP.

 
When j.HP collides with a projectile I can't jump cancel j.HP. Is this intended behaviour? @Mike_Z
Fixed this, will be in the next patch.
Also improved the responsiveness of jump cancels on j.HP! Previously you had to delay at least 3f after it hit before inputting the jump, now you can input it the same frame it makes contact.
 
By the way, I know its a stretch to ask for it now, but is it possible to extend Robo Fortune's LVL3 DHC window a bit? Maybe a buffer or something? Doing stuff like Death Mode > xx Catheads is really.. REALLY obnoxious.
 
SonicFox was complaining about it during LVL1 too, if you're aiming for the last hit.