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Robo Fortune Discussion

Zoners aren't meant to kill off one combo. They zone.

After playing like 30 games, I feel totally ok with the damage nerfs, because I can now actually feel more comfortable that I'll actually land a hit, especially in matchups that I previously didn't like, like Val and PW. All the little changes end up being so that it doesn't feel like a struggle trying to set up heads and my other zoning tools now.

Also re BB: the matchup is probably still pretty bad (nowhere near as horrid that it was before though), but now it's at least not completely braindead. All the buffs to RF's neutral almost directly hurt BB a fair bit, like c.MK buff, beam dj beam, c.LP buff, easier to get out heads, all head stuff activates faster. It all sets up the mine field (if you'll pardon the pun) much faster and safer now, but now you have you use your brain and pick between several different options as opposed to always back jump HP Beam or grounded HP beam.
 
(no credit for suggesting this way back? :^( )
No credit for something I had written down before the move went in the Beta, no. :^P

cLK > sHP is a 1F frame trap that beats Super Sonic Jazz now!
Oh, I thought I tested all of them. I'll fix that! :^)

is robo supposed to accept "space", "frame advantage", and "free head summons" as acceptable rewards for a hit? i like that, but as an option, not as something i'm forced to do.
If she has the option to either get crazy damage OR return to zoning with space and heads, then you can choose almost-crazy damage and still return to zoning. That's too much. Previously she got 8k+ and a head and fullscreen. Keeping that with her vastly improved zoning now? Yeah no.
If you have resources (2 heads or 3 bars) she still has very large damage, keep in mind you're new to the updated character. It's just that you have to have the resources first, rather than getting it all the time.

I think it's slightly too much (would like it to do about 6.5k-ish instead) but zoning characters shouldn't hit like trucks *stares at peacock* so it's ok
Peacock has several disadvantageous situations that Robo doesn't have, now.
 
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Caio's midscreen does 6.5k @Yomabuddy
My HCH does 8k now ouch.

s.LP/s.LK now chains into s.HP, which may be useful? I keep trying to find a way to hit s.LP > S.HP > Mine at 235 undizzy to get one more chain midscreen but I haven't come up with anything yet. If anyone wants to play around with that feel free.

Cilia Slide assist into mine still works but you have to input mine waaay late.

The mine 2x corner combo that allows for a raw tag like double/eliza/fukua no longer works.

Explosion feels good, LK Danger was seriously in need of changes thank you. Still not sure why I'd ever use MK Danger at all because the push back on throw teching is better.

Dropping this character in favour of big band now. o/
 
Robo's damage on various moves during max scaling:

Code:
JHK = 160
JMP = 140
SHP = 310
JHP = 120
Mine = 190
S[MP] = 150
H Beam = 300
H Danger = 340

Combos should probably gravitate towards early jHP's / Mines and then H Beam + Saw + H Danger.
jHK and jMP aren't efficient for Undizzy at all.

In the corner, something like

2LK 2MP 5MK 2HP
JLK JMK JHP
DJ
JMK JHP x H Beam
5[MP] 5HP x H Danger
5LP 5LP 5[MP] 5MK 5HP x H Danger x Cannon

Is 6.8K, which is the exact same damage as my retail midscreen BnB for Parasoul.
I'm going to look into combo damage more today.
 

c.lk, c.mp, s.mk, c.hp,
j.hp, H beam, dj, j.lk, j.hk, H beam,
rejump, j.lp, j.hk, H beam,
s.hp, H danger,
otg s.lpx2, s.mp(hold), s.mk, s.hp, H danger, cannon

7.1k


c.lk, c.mp, s.mk, c.hp,
H beam, dj, j.lk, j.hk, H beam,
rejump, j.lp, j.hk, H beam,
s.lpx2, s.mp(hold), s.hp, H danger,
otg s.lk, s.mp(hold), s.mk, s.hp, H danger, cannon

7k

these combos are pretty annoying to do, but I do feel that it is possible to do double jump combos after beam consistently. Gonna try to do as many beams as I can before H danger into otg ender.
 
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Anyone come close to 7k midscreen for 1 meter and no assist? I'm barely scraping 6.8k with 2 mines.
 
Anyone come close to 7k midscreen for 1 meter and no assist? I'm barely scraping 6.8k with 2 mines.
6550 for 1 meter from cLK, no mines
 
This is general what I've been trying out. Maybe someone can get an idea from it. Can leave out some normals and loop a second mine for slightly more damage but it's hardly worth using up a head for the very tiny extra damage.
 
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Not sure if this is still the place to discuss character changes in the beta or not, but after playing some more and theorycraifting in training mode, old buffed missiles was almost completely fucked (reminiscent of Morrigan Missile patterns) so the change is welcome.

Also it might lead to easier super swag combos using sideswitches and such so that's always welcome.

Something to perhaps try would be to make RF's point closer to you during assist calls but reduce the time taken between c.HK's and time stayed out during missiles? Not that I'm complaining it's useless (it's far better still than what it used to be and I'd take this over old missiles any day) but bringing it closer would make it easier to hit it out with normals or counter calls if you're in range to punish it, and missiles shouldn't be an assist you can call semi brainlessly up close anyway.
 

c.lk, c.mp, s.mk, c.hp,
j.hp, H beam,
double jump, j.lk, j.mp, H beam,
jump forward, j.lp, j.mp, H beam,
s.lpx2, s.hp, H danger,
otg s.lk, s.mp(hold), s.hp, H danger, cannon.

7373 dmg

You can do s.mp(hold) instead of s.lp for a bit more damage, but if the opponent is grounded after the beam it's a 3f link (H beam leaves you at +12 on landing but lading links are weird so it might actually be a 2f link?).

I like this combo a lot, it's pretty easy and consistent on everyone and does pretty good damage.


The most I could find is just a variation of that that only works on lights and requires a 3f(2f?) link:

c.lk, c.mp, s.mk, c.hp,
j.mk, j.hp, H beam,
double jump, j.lk, j.mp, H beam,
jump forward, j.lp, j.mp, H beam,
s.hp, H danger,
otg s.lk, s.mp(hold), s.hp, H danger, cannon.

7.5k
 
Who likes j.HP restand combos?! People who like damage, I guess. Have some combos that I've yet to top.

c.LK c.MP s.MK c.HP
Jump
j.HP djc j.MK j.HP
Land
c.MK c.HP
Jump
j.HK djc j.MP j.HK H Beam
Land
s.LP (2x) s.[MP] s.MK s.HP HK Danger! CCAlpha
c.HP
Jump
j.HP djc j.MK j.HP
Land c.MK c.HP
Jump
j.HK djc j.LP j.HK
Land, then Jump
j.LK j.HK djc j.MP j.HK H Beam
land
s.LP (2x) s.[MP] s.MK s.HP HK Danger! CCAlpha
c.HP
Jump
J.HP djc j.MK j.HP
Land c.MK c.HP
Jump
j.HK djc j.MP j.HK H Beam
Land
s.LK s.[MP] s.HP Mine
s.LP (2x) s.[MP] s.MK s.HP HK Danger! CCAlpha

Things to note. I couldn't get any more damage using two mines and I feel like three mines is pointless why would you waste three mines on one combo. 7k midscreen is really good damage and I'm satisfied with that. She feels good overall.

Working on next is: Big Band specific combo, remastered corner HCH, and Midscreen HCH that starts off of s.HK because you can fish for those.
EDIT: the spoiler code is broken.
 
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My approach to fighting games is to try everyone in arcade, training, etc. til I figure out who my favs are & who I do best with.
I think as long as you like the character & do well with them, anyone can fit the 3rd spot.
For, me I have Band w/Robo & Fukua as my main team & I like it. :)
 
I'm kinda new; anyway I've really been wanting to build a team around Robo-Fortune, and I've been considering Fukua as a teammate, but I kinda want some second opinions on who would work well with Robo-Fortune on a team of three.

Eliza or Double aren't bad choices, IMO. Robo with Fukua and Eliza is good. Sonicfox hurts people with it.
 
Yeah, Sonicfox plays Robo/Fukua/Eliza. There's also Megaman DS who uses Robo/Fukua/Parasoul. You could also do someone like Bella or Big Band too since they can generally fit anywhere.
 
Eliza or Double aren't bad choices, IMO. Robo with Fukua and Eliza is good. Sonicfox hurts people with it.
Yeah, Sonicfox plays Robo/Fukua/Eliza. There's also Megaman DS who uses Robo/Fukua/Parasoul. You could also do someone like Bella or Big Band too since they can generally fit anywhere.
How does Double do compared to Eliza on anchor for them?
 
There's only a handful of teams that exist for Robo at the moment.

Robo, Eliza, Fukua [SonicFox]
H Spiral for chip and set ups and pressure.
H Drill for zoning and confirms from her pokes with jHP and Beams. (The zoning assist)

Robo, Para, Double [Liam]
H Shot for zoning and extra chip from afar. (zoning assist)
L Bomber for peeling the opponent off Robo, jHP confirms, and for converting from throw.

Robo, Valentine, Beowulf [MPGame]
H Bypass for zoning and pulling opponent in from beam hits, conversions off jHP, etc. (zoning assist)
H Chair for anti-air and peeling opponents off Robo.

Robo, Fukua, Parasoul [MMDS]
H Drill for zoning and confirms from her pokes with jHP and Beams. (The zoning assist)
Napalm Pillar fore anti-air and peeling opponents off Robo.

Robo, Painwheel, Double [Stuff]
H Pinion for long confirms + extra stuff to clog the screen from a distance.
L Hornet Bomber (?) for peeling the opponent off Robo, jHP confirms, and for converting from throw.

L Bomber, H Pinion, H Bypass, H Drill all give confirms off of Robo's ground throw for 0 meter, which is also what makes them good.

As you can see, the current recipe for Robo is something to help her horizontally control space from a distance, and another assist to help her deal with pressure and force the opponent to block if she predicts their approach.

Another fantastic assist that isn't showing up much even though it's ****ing amazing for Robo-Fortune is H Brass.

Other teams that aren't structured like this are usually Duo's, where the person has added Robo just because they like them and one other character.
PME, iDante (Fortune Robo, Beowulf Robo respectively) come to mind.
Those teams are spectacular but they do things that the player likes.

How does Double do compared to Eliza on anchor for them?
I think that Double is a better anchor than Eliza.
 
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There's only a handful of teams that exist for Robo at the moment.

Another fantastic assist that isn't showing up much even though it's ****ing amazing for Robo-Fortune is H Brass.

I've been playing it like every week in Skullbats, dunno how much more visible you can get

And Heropon recently has picked it up too. Peacock/Robo (missiles)/Big Band (Brass) is very strong and scary.

And there's still people who run with Beat Extend too (Jabara's Fortune/Robo/Big Band team, Dawn using Robo/Squigly/Big Band, Receita Federal's Robo/Val/Big Band, etc).

There's still triviality's team (Peaock/Robo/Squigly) which puts up a lot of work when he runs it in Ronaldokun's tournaments. You have to play without strong reversals or strong Invincibility, but it allows you to play super annoying and it works well.

(I'd put in a space for Peck here, but he changes his team every week so no one knows rip )

There's a lot of variety in Robo w/ teams really. The only characters we hardly see her with is Filia and Bella....aside from THE LEGEND Darren20500.
 
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I've been playing it like every week in Skullbats, dunno how much more visible you can get

And Heropon recently has picked it up too. Peacock/Robo (missiles)/Big Band (Brass) is very strong and scary.

And there's still people who run with Beat Extend too (Jabara's Fortune/Robo/Big Band team, Dawn using Robo/Squigly/Big Band, Receita Federal's Robo/Val/Big Band, etc).

There's still triviality's team (Peaock/Robo/Squigly) which puts up a lot of work when he runs it in Ronaldokun's tournaments. You have to play without strong reversals or strong Invincibility, but it allows you to play super annoying and it works well.

(I'd put in a space for Peck here, but he changes his team every week so no one knows rip )

There's a lot of variety in Robo w/ teams really. The only characters we hardly see her with is Filia and Bella....aside from THE LEGEND Darren20500.
i play robo (h beam) fillia(h updo) bella (copter)

its super fun and really diverse
 
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Now that beams have been made worse to parrying in the Robo vs BB matchup, I've been looking j.HP as a way to control Big Band.

Turns out if Big Band tries to use Brass to catch you, you can buffer a jump cancel in j.HP and cancel it into double jump and block instantly. It loses to A Trains though, because you're moving upwards and all.

However if Big Band parries it, you cannot jump cancel it at all, so he gets a full punish on you.
 
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Let's talk Robo's headdrones. How many people prefer to build heads/ what are you using them for?
Traditionally, we have RAM for Robo's blockstrings/runaway, Mine to hold Robo's ground/extra damage/blockstrings, and 3 head missile for tagging Robo out.

She seems to only need 1 head at a time, and it should really never be tossed away while zoning. RAM isn't a strong multisituational tool? RAM with a lockdown assist is stellar; without it, its a little lacking for a solid approach tool. Mine covers a lot and is very flexible in use, but should probably be used for emergencies.

Personally, I think 1 head missile is overlooked because it creates a space where Robo wants to control. She picks a spot on screen and then is able to advance + pressure. 2 head missile kind-of tracks the opponent and stops, but it seems like Robo cools down for a bit too long to fire off a beam after an assist. RAM > 1 head missiles is really good alternative though!
This is my go-to setup; dummy is set to block but it's a pretty consistent shield to keep the space. RAM > H Shot > L Beam is a combo if RAM connects.

 
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I like mines because it can stop Brass assist and Beo's tag in.
 
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Building heads is lit tbh. I will sometimes give up combos from assist hits and use them to get 2 or even 3 heads given the situation.

If the opponent is large like Eliza or Double, and they aren't accustomed to reaction c.HK/car'ing through your RAM, setting one off lets you build two back, which is pretty cool. You can also do that by sending out an assist to have them block that while you send out RAM and charge heads. (I use H Hairball and I think it's super super good for that purpose). RAM is also really good defensively if the opponent's airdashing at you, since if they use mine for that they'll see mine startup and then just cancel into supers to avoid the mine (air gregor comes to mind), and RAM comes from behind you and starts moving after a little while so that doesn't happen. RAM also doesn't prorate your starter and cause your combo to do crap damage because forced scaling and IPS 3. Ideally they should block RAM from midscreen or further and in that case you can use that to build at least one head.

I think everyone knows what mine does so that's w/e. Although something people don't try to do very often is throw people into mines that are already out, which allows you to convert off throws midscreen without assists.

1 missile is pretty decent but I don't really feel like it's worth implementing all the time? Maybe on occasion in the mirror after a c.MK + lockdown assist on hit to get the other Robo to just sit down, because it'll beat the armour on s.HP. Level 3 missiles is really good to do right after c.MK on hit because the 12 missiles make almost any situation positive for you so it's pretty amazing. Level 2 I'm a little unsure about, but generally it's a little more aggressive than defensive. Missiles in general is much better to cancel into at the end of a combo rather than just doing them raw because of the long recovery (and the longer recovery on level 2 and even longer recovery on level 3).
 
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I've got a question and it might be one of the noobiest noob question to ever noob exist. But looking through tech and combos and such, is RoboFortune even a good character to start learning fighting games with or is she a bit too specialized for that job? I know she is more of the zoning/poking kind of character, something i might enjoy considering that this is my kind of playstyle in almost every other game (not fighting games but really, from strategy over RPGs to MOBAs i am a poker). Also I just love her aesthetics and personality so... should I come back to her when I am starting to understand the game or should I stick to her and just power through it?
 
She is ok to start with. You probably want to look at other people playing Robo to understand her zoning patterns and what to do with heads.
 
It doesn't hurt to learn a character, even if you're new to fighting games. She's less straightforward and requires you to be aware of her situations, so yes she's not the best to start out with, but you can learn a lot from every fighting game character.

She'll teach you how offensive or defensive you are because you'll be punished for too much of either. She doesn't give you too much cushion to make mistakes, but there's nothing wrong with going headfirst and trying. If you enjoy playing her, then you'll keep coming back to the game and continue to play/learn more.

Skullgirls plays differently than most fighting games, so just keep that in mind when expecting to transition it over to other games.
 
fwiw I'm too lazy/busy nowadays to update the compendium with combos and setups and stuff so if @Liam wants to edit stuff on it for combos/misinformation then it's cool.
 
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