Some thoughts on robo fortune. Most of this will be obvious to many people but that is never a good reason to not say something, afterall not everyone knows what everyone else knows and some of this may help out robos that are uncomfortable attacking, and others that are uncomfortable playing keepaway.
Runaway:
Very simple, robo runs away/over her opponent using a variety of timings and trajectories. The main ones to run over them seem to be:
Instant j.9hk, then on the way down jmp or AA assist to protect robo.
Instant j.9hk, double jump 9hk, come down with an assist or j.mp/other falling normal
Though these 2 patterns look quite alike, they are very different as far as what robo can do from them. In the first pattern robo can jump cancel her falling j.mp into a left/right crossup
In the second pattern she can't do that, but she's runs much further away than in the first pattern. First rule of fighting games, keep em guessing.
The next 2 patterns are from super jump and are the same as the above patterns except with superjump in front of them. Why use the superjump patterns? The primary reason is even more range in your run away game along with the added ability to now fall with jhp that will turn around and face the enemy. A much higher priority move in general from this position, and also has the caveat of moving robo fortune further away from the opponent, facilitating the runaway even more. another thing to note is that superjumps move you higher quicker than regular jumps, so it's harder for the opponent to jump up and stop the superjump runaway than if you were to regular jump.
So why use the regular jump runaway at all? It is primarily as a way to call an assist on the way down, as well as it doesn't move robo to close to the OPPOSITE corner, where she is going to have to to runaway again.
So ok now we know how to runaway, but WHEN do we do it? The answer of course changes depending on matchup and opponent, but the flowchart answer is to do it immediately after hitting or making your opponent block a laser. This is the most likely time that the opponent will move forward with a dash jump or regular
Jump and so this is a great time for you to jump over their head.
So ok, I know how to runaway and when to runaway, but I still end up getting pressured on the way up/way down because my opponent knows what I'm going to do:
This is where you bring one more runaway trick to the fray: run under the opponent. If you are having trouble running away with jhk cause your opponent is reading you like a book and pre-emptively double jumping/super jumping and hitting your jhk, you can predict their prediction and run under them since they are covering the air so hard, you just go ground instead.
And if they didn't jump you can react and jump backwards out of your run call an AA assist on the way down then immediately superjump as you land.
When you can effectively mixup jhk runaway with run under runaway, your robo is 2/3 complete at neutral IMHO.
Which brings us to the last major component, attacking:
Imo robo isn't a full zoning character, BUT she DOES set up her game with keepaway. Once you've got some form of keepaway established such as laser spam and backdashing alot, that's when robo can use her opponents forward movement to go on the offensive. Robo doesn't really need to approach the other characters, they will approach her. On offense robo has some decent stuff and doesn't have to worry about pushblock so much because a pushblock just puts robo back in her most dangerous position, far away.
But offensively robo has cr.lk staggers to setup throws and lows and frame trap pushblocks. She also has j.mp which is really tricky to block and pushblock correctly when jump canceled well. And finally she has her st.hk which gives her a head on hit, does damage and can be made safe with an assist, can be used as a confirm with assists like beat extend as well. So a simple mixup like cr.lk,st.hk plus beat extend, or cr.lk, cr.lk,cr.mp,cr.hp can be very good if the opponent can't reactively block the st.hk.
Another great pattern with robo offensively is to crossup with j.mp and then double jump crossup back to the other side that she originated on. This fucks up people's blocking like stupid and can be mixed up with neutral jumping the jmp and staying on the other side, or simply landing into a low attack since the expected mixup is a crossup and a high, the low attack has a chance to work on 2 mixup fronts (non crossup, non high)
And at neutral robo has a good jump tactic for getting in when done unpredictably, jump backwards, double jump forward, j3hk it's kinda like a dive kick from high up. Be careful when using this because the jhk has no priority for beating out other attacks in most cases, but if your opponent isn't willing to commit or is unsuspecting, this is a very good offensive pattern when your opponent wanders to close for comfort.
So, robo is no slouch on offense either. Certainly not the best, her reoffense isn't the greatest, but she has the ranged game to not care.
Her jump attacks, how to use them:
Jhp:
Good on wiff to cancel into air laser. Protects robo from characters that want to run under the air laser. Call a projectile assist here and the coverage is even better.
Also nice as an upclose neutral jump instant jump attack if for some reason you want a little space between you or your opponent.
Instant superjump version has good priority when done early against regular jumps and lends itself towards higher mobility because robo can aerial recover into a double jump and do what she likes from there.
Jhk:
Good all around movement tool and great for tricky up close offense from double jumps. Great crossup.
J.mp:
Fire and forget offensive move when already close, this move is robos primary offense. Has a great abilty to stuff assists on startup because it's hits are so compacted together.
J.mk.
Computer robo loves to use this as a premptive air to air and chained into a jhk into a full confirm, so naturally I started doing this as well, and yeah it ain't bad in that way and robo can get great air to air conversions this way.
Also good as a general jumpin when coming down from runaway jumps on defense and offensive double jump stuff on offense.
J.lk: haven't found to much of a use for this yet. I suspect it would be much like parasouls jlk but without the range and hit box.
J.lp: great in double jump offensives to throw off an opponents pushblock, great as a falling normal during air to ground resets to hit the opponent before they hit you.
Overall:
Robo is a character that is far from being figured out, but my hypothesis for her is that she is a character that does best when mixing in offense and defense. Her defense helps her offense by making the other characters come to her. Her offense helps her defense by making the other character run away from her.
She is a character that needs to have a gameplan and needs to constantly mix her stuff up. But I feel like if she does do this she is a very good character.
Well at the very least a very fun and dynamic character :) happy hunting and I know none of this is groundbreaking in the least. This is just here to help out others that haven't figured a lot of her out or need a bit of help trying to formulate a cohesive gameplan.