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Robo-Fortune Tech and Resets Thread

Past post 14 should be ok to use. I think a new thread for combos and resets should be made to separate what works now without a doubt though, but I guess that's what the compendium is for...?
 
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I recently discovered that after I do the s.LP, s.MP at the corner, I could reset with HK Rotation Hazard when my opponent is on top of me. I can also call an assist like Dive of Horace after Robo-Fortune's s.MP.
 
That's a really risky reset, but I guess in a "this will probably only work once" kinda way it could be effective?
 
It's fairly effective normally, Sonicfox uses a lot of sMP resets like that including HK Danger, though it does help to have a different assist that can help make it slightly safer.
 
mmmh i did notice that. I'm just wondering if lp beat extend would also work with the s.mp reset.
 
mmmh i did notice that. I'm just wondering if lp beat extend would also work with the s.mp reset.
I play Robo with Beat Extend and yeah that works.
 
Doing it with an assist is pretty great, but into HK danger? There is no out unless you have 3 whole meters.
 
Wasn't sure where to put this. All three hits are burst safe and then go into a CH combo that will kill.

If you know the opponent won't burst, just do c.MP > c.HK to gain a head. Need to be cautious of alpha counter bursts as this will get predictable.
 
I don't know why this happens, but you can avoid Fukua's M fireball with cr.lp.
 
You can do a burst bait with L danger with beat extend assist. It's a little difficult, but all you gotta do is s.hp->beat extend at the very end of s.hp, then just position yourself to L danger and the burst won't hit you.
 
Meant to post this a while ago but never got around to it: I found a way to set up Robo Fortune's fuzzy guard j.LP as a reset. Just do s.HP, then as low to the ground as possible do j.LP j.LK, wait, j.MK djc j.LP j.MK j.HP. If that hits you land and do s.LPx2 s.MP c.HP then do whatever. Tested on everyone except Squigly and Eliza, seems to work on everyone. Once you establish the fuzzy guard setup you can mix it up with j.MK land c.LK. Here's a video:

 
That's amazing, best thing is I'm pretty sure you could do a low to the ground air throw there too. Looks like a really stable setup from basically any starter.

@Kyugetsuki The problem with that burst bait is that it has no mixup opportunities. It is too gimmicky to really be effective against anyone who isn't just mindlessly mashing.
 
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That's amazing, best thing is I'm pretty sure you could do a low to the ground air throw there too. Looks like a really stable setup from basically any starter.

@Kyugetsuki The problem with that burst bait is that it has no mixup opportunities. It is too gimmicky to really be effective against anyone who isn't just mindlessly mashing.
You can. I was testing a variant of that setup (j.LP j.MK delay air throw vs j.LP counter hit 1 f reset) but didn't think of doing this instead.

Nice.
 
@Kyugetsuki The problem with that burst bait is that it has no mixup opportunities. It is too gimmicky to really be effective against anyone who isn't just mindlessly mashing.

Ah I forgot to mention, it actually does have a mixup opportunity. If you do this in the corner, you can dash to the other side b/c beat extend pulls them out of the corner, so you can do whatever(ground strings) and they'll just burst you nowhere.
 
Sorry I should probably explore this more, but I'm excited cuz this seems interesting.

So here is some stuff I tested.

You go to the other side and let's say the read you are making is that the person isn't mashing. So he isn't going to burst immediately. You can punish them with an infinite~ till they burst or you drop. Kind of hard to do but all it is is s.lp->s.mp(hold) repeat. Eventually they will burst or die. Going to test how long i can do this for. Record 10 times
Ah and if you do s.mk after s.mp(hold) the enemy will switch sides with you.

A full j.hk will switch sides with you if they decide to not burst. Reset!!

There are lots of things you can do to activate the burst if they burst immediately or later. You most likely want them to burst as high as possible. So you can cross under. I tried doing j.mp on the other side. They bursted. Cr.mk or cr.mk->M danger right after and if timed right it will cross under or not.

You can j.hk, then they burst and you can rejump air grab immediately.

You can s.hp then go for a ambiguous crossup with j.mp.

Is this a double post? I'll fix it if it is.
 
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I'll test it in a bit, I don't see how 5LP 5[MP] would be unburstable? Even before repeating it, the 5[MP] will drag them into you?
 
I'll test it in a bit, I don't see how 5LP 5[MP] would be unburstable? Even before repeating it, the 5[MP] will drag them into you?

Unburstable? I don't think think I said it was unburstable(I dont think I'm understanding what you mean by unburstable). If they burst, it'll leave you with a mixup opportunity because you're already in the corner. You can still cr.mk crossunder if they burst high enough during s.lp->s.mp(hold) loop.

EDIT: I think you mean s.mp(hold) will pull them so they switch sides with you? It doesn't switch sides. I'm testing on Valentine. I probably wasn't clear but its s.lp(1).

EDIT2: The enemy will ground herself during the loop if the enemy is heavier than lightweight in which case you can hold forward and continue the loop while moving away from the corner.

EDIT3: You can not straight dash under squigly. You can however jump to the otherside. J.mp->j.hk into the loop.
 
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I can't even get the burst to not hit BB making it safe.

I see what you mean with the 2MK cross under thing, but the burst still hits BB so it is very reactable. Also you have to read EXACTLY when they will burst still.

EDIT: I think I'd need to see a video to understand the point of this
 
I can't even get the burst to not hit BB making it safe.

I see what you mean with the 2MK cross under thing, but the burst still hits BB so it is very reactable. Also you have to read EXACTLY when they will burst still.

EDIT: I think I'd need to see a video to understand the point of this

INB4 Everything I said is BS and I'm just overly hyped.

I'm sorry I think I made a mistake about the L danger burst bait. It's not a bait, but you do avoid(not BB) getting hit by the burst.
Actually none of these are burst baits because you don't avoid the burst. You just get a mixup opportunity because after the burst you're still in the corner and if they don't want to burst you can do other things as I mentioned. And some of them are just resets.
 
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First time making a video. There's no editing whatsoever forgive me. Also hitboxes are on. I should probably turn them off next time.




this one doesnt have hitboxes on or dizzy, but i left the text on...ignore it
 
The videos are private right now
 
I see.
You have to burst to get out, and if you burst, you lose all your Undizzy and Robo basically gets a hard knock down on your wake up from the burst.

You can burst then alpha counter, most assists turn that into a free corner combo on Robo-Fortune, if meter permits.
 
The only problem is they can just burst any of that long period of time where BB is on screen and get a gold burst.

I can kinda sorta see the point I guess, but it really is a going to only work once ever on any opponent kind of thing while BB is involved there.

And as Skarmand said, burst > alpha counter would make it actually very risky to do in the first place.

EDIT: The j.HK reset is nice, though. Do you have a crossup variation of it?
 
The only problem is they can just burst any of that long period of time where BB is on screen and get a gold burst.

I can kinda sorta see the point I guess, but it really is a going to only work once ever on any opponent kind of thing while BB is involved there.

And as Skarmand said, burst > alpha counter would make it actually very risky to do in the first place.

EDIT: The j.HK reset is nice, though. Do you have a crossup variation of it?

What's a gold burst?


Ah the alpha counter...thats right... Well I think s.lp->s.hp still works. Kind of. Still risky though. So how about using this against the last member of the team?

A crossup variation. I think this is what you mean maybe?

This one is more immediate.
This one is more delayed


EDIT: I'd like to mention these also work midscreen and you can do it twice
 
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Meant to post this a while ago but never got around to it: I found a way to set up Robo Fortune's fuzzy guard j.LP as a reset. Just do s.HP, then as low to the ground as possible do j.LP j.LK, wait, j.MK djc j.LP j.MK j.HP. If that hits you land and do s.LPx2 s.MP c.HP then do whatever. Tested on everyone except Squigly and Eliza, seems to work on everyone. Once you establish the fuzzy guard setup you can mix it up with j.MK land c.LK. Here's a video:

Does this still work when you don't double jump cancel the j.MK to get the j.LP overhead?
 
Does this still work when you don't double jump cancel the j.MK to get the j.LP overhead?
It does, but it's slower. It's easier for them to pushblock the j.MK.
 
Kinda stating the obvious here, but you can use Robo's magnet super to pull people into your DP assists to punish whiffed air normals. I don't know how useful it is or how many people already use it, but it's a thing!

 
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Apologies to the people who came up with this when mine came out since it seems like a pretty easy to think of setup.

 
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Done a combo video with robo and beo. Init are some interesting things you can do like 4 assist calls in 1 combo.
 
I might make a quick tutorial video about det mode things soon, but in the meantime here's a trick I haven't seen mentioned anywhere else. Maybe everyone knows it already but it's new to me. If Robo Fortune jumps when she's about to explode from det mode, the explosion won't trigger until she either lands, gets hit, or starts to attack or double jump. This means you have a very wide timing window to go for ambiguous crossup explosions by jumping over someone at the end of det mode, waiting until you're directly above them, then pressing a button or tapping up on the stick. Waiting for the explosion to go off manually means you'll never blow up until you land, well after you crossed over your opponent's head.

This only happens when you're in the air, so crossunder explosions still require you to dash underneath your opponent at the exact moment that the explosion timer runs out.

If you need help timing this, once Robo starts going meowmeowmeowmeowmeow she normally detonates on the 12th meow.
 
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How to side switch on the entire cast so that you can do sHK + Assist into two heads.
This works for more than Shot assist and it's important for Robot's who want to zone.

@Mr Peck You might find this useful.

cMK cHP jLP jMK jHK(DF) vs everyone but Double and Big Band.
jMK Dash Jump jLP jMK jHK(6~ Then ~1) vs Double and Big Band.

The jLP jMK jHK(DF) actually works on Double but requires a timing change so I don't bother.

Videos!

 
Magnet super is pretty good with assists like brass since it can turn it into a combo if it hits. Also a nice DHC option as it ends quickly.
 
Haven't posted in a while because I basically don't play anymore but had a random idea and turns out it works.


I'm sure there's a way for you to OS both forward/out of corner tech and no tech so you get this mixup and if they tech out they have to deal with a left right by you dashing back different amounts, but I'm sick and couldn't be bothered finding it.

EDIT: This feels intentional, so I'll thank Mike Z for putting this in.

EDIT2: Turns out if they tech back into the corner I still have the ability to cross up. This feels slightly less intentional now, but I think it's ok since I'm spending a head and a bar for this. Guilty Gear characters are supposed to get good oki off knockdowns :^)
 
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I dunno if this works with every assist but it should work with configurations I've seen since jHP is what's hitting first (Other than the ekg one that one I just thought was hilarious enough to put in). It's basically just using the old jHP + assist except as reset(?) (I guess it's more of a set up) instead of a neutral thing.
 
5 basic solo robo fortune resets that aren't listed here.
c.HP j.LP j.LK j.MK djc Air throw
( Note: does not work vs double/band, can continue combo with djc j.LK)

c.HP j.LP j.LK j.MP cross-under (lights/Bella only)

c.HP j.MP j.HK (1-3 hits) djc j.MP cross-up

c.HP j.LK j.MK land rejump j.LP j.MP djc j.MP cross-up

c.HP j.MP j.MK c.LK > (s.HK/throw/c.LK)
(Note: works against the medium/heavies. For lights/fortune's you can swap c.LK with c.LP. The wonderful part about this reset is that the camera doesn't pan down too quickly for the c.LK which throws off opponents. Also, sometimes it helps to use j.MK before the last hit of j.MP hits)
And obvious ips burst bait but stellar for catching mashers.
[Default combo (the j.LK j.MK 2x combo) . . . c.HP j.MP j. HK djc-backwards j.MK
(Note: can continue combo with L Beam to push opponent away)