• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Robo Fortune Discussion

So is Robokitty getting blown into the sky before falling back down or does she die and get replaced by an entire new unit? I can't believe Brain Drain's superpowerful catgirl-shaped directed energy weapons platform is so expendable. Brother Brain must have money to blow!
 
Seeing as the heart is replaced it would have to be a new one. Or you could assume there isn't an actual story context. Or magic.
 
So is Robokitty getting blown into the sky before falling back down or does she die and get replaced by an entire new unit? I can't believe Brain Drain's superpowerful catgirl-shaped directed energy weapons platform is so expendable. Brother Brain must have money to blow!
You can see Robo fade away as she explodes so a new unit replaces her
 
I'm honestly surprised there's no CareBear voice references in the j.MP/j.HP versions of the beam.
 
So is Robokitty getting blown into the sky before falling back down or does she die and get replaced by an entire new unit? I can't believe Brain Drain's superpowerful catgirl-shaped directed energy weapons platform is so expendable. Brother Brain must have money to blow!
Mass production is half the point of robots, though.
(And yes she's going byebye.)
 
Obviously need more time with it but initial impressions of detonation mode in actual use of a match are slightly underwhelming.

Most practical use I have found is to use it when someone is down to their last character and already down on some life. If you manage to get a hit and then try for a reset or something, it's risky for the opponent to try to reversal it due to the timer on the explosion backfiring on them. I even managed to use the explosion itself as a reset which was nice.

Outside of this situation, I never felt like the 3 meters spent were rewarding enough to warrant using often. With that being said, I do think if it were to be dropped down to 2 bars, it would need to be toned down somewhat.

What does everyone else think?
 
@Mike_Z Just wanted to say that currently Robo-Fortune's LK and MK Headrones do zero damage on block.
Oho thanks.

It's a bad combo to use as an example but explosion after slam: definitely the flashiest way to end a fight.
That's techable, blue bounce. Gotta make it longer. (Try s.MK->s.HK xx Magnet.)

And yeah, the DHC window afterward is all weird, I'll see if I can fix that.
 
Mass production is half the point of robots, though.
(And yes she's going byebye.)
So is it just one AI with a ton of spare bodies, or a battalion of different suicidal robots? :O
Obviously need more time with it but initial impressions of detonation mode in actual use of a match are slightly underwhelming.

Most practical use I have found is to use it when someone is down to their last character and already down on some life. If you manage to get a hit and then try for a reset or something, it's risky for the opponent to try to reversal it due to the timer on the explosion backfiring on them. I even managed to use the explosion itself as a reset which was nice.

Outside of this situation, I never felt like the 3 meters spent were rewarding enough to warrant using often. With that being said, I do think if it were to be dropped down to 2 bars, it would need to be toned down somewhat.

What does everyone else think?
Seems like it might be a good DHC option, if used like install. She already has good super options, right now, I'm ok with something a little wackier being her lv3.
 
So is it just one AI with a ton of spare bodies, or a battalion of different suicidal robots? :O
I see it as one AI that very much wants to die, but each time it blows up the body's hardware automatically uploads it to a new body, so it can't*.

* not canon.

@RemiKz
Note that she won't blow up while she's out, so getting her out that way gives you very good options when she comes back in if you don't call her often, and if you do call her often it gives her probably the best alpha counter in the game. :^P
Also I highly recommend looking up Dr. Stormlocke's GGAC vids if you are wondering what use detmode is at neutral, since it greatly improves your rushdown due to them not being able to combo you really.
 
Obviously need more time with it but initial impressions of detonation mode in actual use of a match are slightly underwhelming.

Most practical use I have found is to use it when someone is down to their last character and already down on some life. If you manage to get a hit and then try for a reset or something, it's risky for the opponent to try to reversal it due to the timer on the explosion backfiring on them. I even managed to use the explosion itself as a reset which was nice.

Outside of this situation, I never felt like the 3 meters spent were rewarding enough to warrant using often. With that being said, I do think if it were to be dropped down to 2 bars, it would need to be toned down somewhat.

What does everyone else think?
I feel the same really. It seems kind of counter intuitive. Faster dashes seem suited to getting in, but knockdown on beams+faster head charge is obviously more catered to zoning. The quicker dash speeds are neat, but really not game changing, and the knockdown on beams is hardly noticeable. You get twelve seconds (I think?) of enhanced zoning (which literally doesn't change anything if they just block), and then put yourself in hitstun.

Compared to catheads and hatred install, I really just don't feel as if it adds enough. I don't know, it just doesn't seem like you really gain anything in this mode other than the actual detonation at the end.
 
You can use the time to go nuts on offense though, that's the way I plan to use it. You can also make some pretty disgusting high damage combos into setups if you use it off a dust hit.

I think it might be one of the MOST useful level 3s I've seen so far, even though it is gonna cost me a lot I'm also happy to have a safe DHC on my team now.
 
  • Like
Reactions: Flotilla
man it's a reversal that gives you improved rushdown, big damage if you get a hit, the opponent can hardly do anything about it...

I played a set today with it and it was FUUUUUUN
 
@RemiKz
Note that she won't blow up while she's out, so getting her out that way gives you very good options when she comes back in if you don't call her often, and if you do call her often it gives her probably the best alpha counter in the game. :^P
Also I highly recommend looking up Dr. Stormlocke's GGAC vids if you are wondering what use detmode is at neutral, since it greatly improves your rushdown due to them not being able to combo you really.
..... This gave me a video idea..
edit: Also Magnet is still QCF+KK... PLEASE leave it that way T~T
 
Are you supposed to be able to use the magnet to pull people out of their ground tech

characters whose ground techs involve jumping up still get caught by the magnet despite the invuln frames
 
My biggest problem was that after a while, my opponent got a feel for the moment the explosion triggered. So even if they hit me, they would cut off their combo or hit me away so the explosion wouldn't go off on them. Even if they were forced into blocking, absolute guard kind of made it hard to really get a mixup during the explosion. Would it be unreasonable to consider making the chip damage on it slightly higher? IIRC, it does about 1k chip, which is the same as her lvl 1 beam.
 
Last edited:
  • Like
Reactions: Zero8teen(DG)
How much effort would it require for moves that normally show her heart (like sHP and laser super) to not show it during detonation mode, for consistency sake?
 
  • Like
Reactions: Cheesedragon
How does the math for the meter gain work?
 
Is there any reason why her H laser doesn't knock down liker her L and M lasers during her level 3? Been trying her boosted lasers as assists and just found that odd.
 
Robo's lasers are going through parasoul's egret that protects against projectiles. I don't believe thats suppose to happen. .-.

Also, is there any footage of the latest salty with the updates?
Just went up
 
Speaking of cosmetics, what happened with her intro anim anyway? She used to assemble herself near the ground before curling up into a ball and releasing some really cool looking steam/air, but now she assembles much higher and drops down without releasing steam. I'm really curious as to why it was changed since it's obviously some sort of stylistic change as opposed to anything gameplay related.
 
wait when did she ever have that first animation? Cause i don't remember seeing that one in the beta.
 
..... This gave me a video idea..
edit: Also Magnet is still QCF+KK... PLEASE leave it that way T~T
It's both, and it's staying both.

Not a whole lot but hey, she must have spare hearts too.
Really? Cuz we didn't do it because of the LARGE AMOUNT of work it would be. It's a ton of frames that would have to be duplicated and edited, more than sixty just for her beam super, as well as the double amount of space they'd take up.
So yeah, eight hearts why not.

Are you supposed to be able to use the magnet to pull people out of their ground tech
characters whose ground techs involve jumping up still get caught by the magnet despite the invuln frames
They can block.

Is there any reason why her H laser doesn't knock down liker her L and M lasers during her level 3? Been trying her boosted lasers as assists and just found that odd.
Multihit fullscreen projectile knockdown assist, is why not.
As well as how good that is on point.

My biggest problem was that after a while, my opponent got a feel for the moment the explosion triggered. So even if they hit me, they would cut off their combo or hit me away so the explosion wouldn't go off on them. Even if they were forced into blocking, absolute guard kind of made it hard to really get a mixup during the explosion. Would it be unreasonable to consider making the chip damage on it slightly higher? IIRC, it does about 1k chip, which is the same as her lvl 1 beam.
You're safe on block and it's a get-out-of-jail-free card, as well as a free chance to react at startup.
Lv1 beam is unsafe and can't be followed up. You can add chip to the explosion with H beam before and after, for example, bringing it above 2000.
 
  • Like
Reactions: Jet Set Dizzy
Vs. Air Sniper-shot DHC'd into Magnet or Self-Destruct mode is just gross with the possibilities. I absolutely love it.
 
That's techable, blue bounce. Gotta make it longer. (Try s.MK->s.HK xx Magnet.)

Thanks for the advice! I'm still a bit confused on things, kinda new to the whole advanced stuff. Which I know isn't that advanced.
 
Thanks for the advice! I'm still a bit confused on things, kinda new to the whole advanced stuff. Which I know isn't that advanced.
If you see a blue bounce, they can tech.
Or you can put the dummy on Ground Tech Backward...
 
If you see a blue bounce, they can tech.
Or you can put the dummy on Ground Tech Backward...
Yeah, I never noticed the blue bounce and I didn't realise the dummy had teching off. Woooops.
 
One of her "opponent does a ground tech" voice lines is missing the robotic audio effect on her voice.
 
I've been wondering, shouldn't the projectile on Robo's j.HP be colored blue as opposed to pink (and analogically for other palettes)?

My reasoning is that RoboFortune has two colors for energy effects:
1) lasers from eyes/heart/cannons (ground and air beam specials, all beam supers, ground grab, "beam" c.MP)
2) other (flame on c.LK and s.LK; electricity on c.HP, s.MP, s.HP, air grab and detonation mode start; something on s.HK; field behind cannons in lvl5)
[+honorary mention of the third for dash/backdush/superjump thrusters]

As the energy in j.HP appears to be electricity coming out of her hands, doesn't it belong in the second color category rather than the first?
 
Last edited:
I imagine the first category is projectiles and that's why the color is that way.
 
But then pink is also used on c.MP that isn't a projectile and only looks like a beam, making me assume it's rule of aesthetics (lasers vs non-lasers) rather than rule of in-game mechanics (projectile vs non-projectile).
 
I'd argue it's only laser colored because visually it is a laser, but I'm not in charge of palettes so I can't say what the actual logic is. I agree with you about changing j.HP's color because it's not a beam, I'm just saying I think energy projectiles were sorted as one color.
 
i was trying to do stuff with Danger but i found this... not sure if it's intentional...
 
the last hit of both L and H Danger! takes the opponent off the ground, so nothing weird about being able to magnet pull them
 
L and H have knockdown, M has vacuum, what is the bug supposed to be?
 
>j.HK no longer overhead
Rip sneaky stuff \(;_;)\

I don't have access to it right now so I wanted to check: what's the framedata for j.HK on block?
If I use it to run away and then get to the ground will I get punished if it touches the opponent?

Also Danger! and her new taunt look really cool!