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Robo Fortune Discussion

Agreed. If she has no reversal against strikes, at least make it so that her armored move is... Decent. Faster startup or more armored hits I feel is warranted. Nothing to extreme, just a slight buff is all.

and make her taunt faster. Slowest taunt in the game, I feel like I can never pull it off without getting hit. At least make s. hk taunt cancelable so I have 1 safe taunt option
 
Thought I heard that L was and M was Throw Invince...
M is throw invincible, L is "upper body invincible" in the sense that it doesn't have a hurtbox in that area. I will still get hit my just about every standing attack.

Her taunt is fine. It's not a major part of her design and thrown in as a bonus.

I wouldn't mind something nice being done to s.HP since I do feel like she gets pretty overwhelmed by pressure.
 
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Can Gravity Suit swap with Varia for Ice Beam or Shine Spark? Plasma on Speed Boost is kind of redundant.
 
I'm kind of feeling like Robo does not get enough rewards by successfully zoning out someone.

On specific matchups like versus Miss Fortune, Cerebella and Painwheel I find myself rushing down instead of... locking myself in a special move that will basically cost 20 seconds of neutral if it misses.

Maybe spacing out with heads and landmines should do the trick in most cases, but even so... you "waste" a lot of neutral game time to... don't really do much damage even if you land a thing on full screen range.

I'll keep playtesting. She's far from bad in my opinion, but is really on the side bench when compared to other zoners, including Parasoul.
 
Her taunt is fine. It's not a major part of her design and thrown in as a bonus.

I wouldn't mind something nice being done to s.HP since I do feel like she gets pretty overwhelmed by pressure.
I actually use the taunt missles so I don't think it's fine and on top of that, Mike said it is the longest taunt in the game.

And I agree with you on the s.Hp
 
I actually use the taunt missles so I don't think it's fine and on top of that, Mike said it is the longest taunt in the game.

And I agree with you on the s.Hp
I use them too, and the taunt is substantially longer than every other one in the game, but Mike already said no. He also shortened it by a few frames the day after he said no, so somehow I really doubt he's going give any more.
 
and make her taunt faster. Slowest taunt in the game, I feel like I can never pull it off without getting hit. At least make s. hk taunt cancelable so I have 1 safe taunt option
MMDS and Dime agree...how could I possibly say anything other than No? :^)
She's not getting 3 hits of armor, or pretty much any other buff except for quality-of-life fixes. You can always block, or not let them get that close in the first place. Nobody else has beams or mines.

I'm pretty much gonna ignore any "her zoning is not up to snuff" because nobody's had any time to figure out really decent patterns/tactics yet, but I assure you they exist. ESPECIALLY with assists.
 
nobody's had any time to figure out really decent patterns/tactics yet, but I assure you they exist.
I haven't claimed anything about her zoning because I assumed this, but I'm curious, could you do one of your Salty! demonstrations and show us a pattern that she can do by herself?
 
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MMDS and Dime agree...how could I possibly say anything other than No? :^)
She's not getting 3 hits of armor, or pretty much any other buff except for quality-of-life fixes. You can always block, or not let them get that close in the first place. Nobody else has beams or mines.

I'm pretty much gonna ignore any "her zoning is not up to snuff" because nobody's had any time to figure out really decent patterns/tactics yet, but I assure you they exist. ESPECIALLY with assists.


Hey, it's just a quality of life change smh :)

But yeah I agree, everyone thought peacock was terrible at first as well, though she got buffs it's easy to see she was never "terrible"
 
I haven't claimed anything about her zoning because I assumed this, but I'm curious, could you do one of your Salty! demonstrations and show us a pattern that she can do by herself?

MikeZ talked about Robo's potential tactics a couple Salties back. I thought it was really interesting. Though I probably would've understood more if I'd ever played Guilty Gear.

From what he said, though, it makes sense Skullgirls-predominant players haven't quite gotten the hang of her yet. (On the one hand, I have a lot of fun tormenting the AI with jMP spinning pressure stuff... on the other, I haven't figured out good ways to use the Danger moves yet... or her robot heads...)
 
I keep calling Robo's jmp a js.
Now I know why.
 
I haven't claimed anything about her zoning because I assumed this, but I'm curious, could you do one of your Salty! demonstrations and show us a pattern that she can do by herself?
I severely resent having to think for the community, so this time.....nope.
 
The last hit of s.HP sometimes pushes back too much so H Danger whiffs against bigger characters (who sometimes land too early so when I land in the end they aren't in the air so the s.MP vacuum effect doesn't take place as well) in the BnB Tomo mentioned here http://skullheart.com/index.php?threads/robo-fortune-beta-combo-thread.6797/page-5#post-272729 .

Can it be possible to either make the pushback on s.HP less, the pull in on s.MP against grounded opponents more, or increase the range on H Danger? I'm fine with having to cancel on the 4th or so hit instead of the last but it's just a quality of life change.
 
MikeZ talked about Robo's potential tactics a couple Salties back. I thought it was really interesting. Though I probably would've understood more if I'd ever played Guilty Gear.

From what he said, though, it makes sense Skullgirls-predominant players haven't quite gotten the hang of her yet. (On the one hand, I have a lot of fun tormenting the AI with jMP spinning pressure stuff... on the other, I haven't figured out good ways to use the Danger moves yet... or her robot heads...)

I started playing this game only because she felt a lot like Robo Ky..She's very fun in this game and not being used optimally yet. I have a few Marvel 2 style Iron Man lockdown patterns that kinda work ok. People aren't comfortable with drones yet , think of light danger as a 6P and it fulfills it's purpose nicely.
 
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Can it be possible to either make the pushback on s.HP less, the pull in on s.MP against grounded opponents more, or increase the range on H Danger? I'm fine with having to cancel on the 4th or so hit instead of the last but it's just a quality of life change.
If I were to fix that it would be "make H Danger not combo off s.HP at all" so I doubt you want it addressed. ;^)
 
I severely resent having to think for the community, so this time.....nope.
You've demonstrated far dumber things many times, multiple times even. It would be nice to have some direction since we're apparently all failing to find this.

The last hit of s.HP sometimes pushes back too much so H Danger whiffs against bigger characters
Isn't H Danger only meant to chain off the mid hits anyway?
 
I personally also think her zoning is pretty underwhelming. Mostly because once she hits someone with a laser... she can't do anything else (though the amount a laser pushes back when it hits someone in the air is quite nice). Peacock can confirm projectile hits with Argus to rack up damage, Parasoul can confirm shots or explosions into Sniper, Fukua can quickly fire off a super fireball if she wants to rack up chip damage or even better reward if the fireball actually hit, and Robo Fortune... just watches unless she has a Head Ram already out. With her having level 3 and level 5 versions of her beam super I can see why she can't do laser > super, but if at least her lasers did more damage I'd feel like she actually poses a threat from a distance.

On that note, I always feel like I'm taking a huge risk trying to summon a head with RF. Combo'ing into c.HK in the corner is pretty reliable but leaves certain characters able to escape the corner easily, s.HK if you're not too close to the corner, or if you have an assist to lock down the opponent that's another method, but that's all. I would hope that at least her Magnet super would give time to summon a head safely but...
 
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On that note, I always feel like I'm taking a huge risk trying to summon a head with RF. Combo'ing into c.HK in the corner is pretty reliable but leaves certain characters able to escape the corner easily, s.HK if you're not too close to the corner, or if you have an assist to lock down the opponent that's another method, but that's all.
c.MK->c.HK is plus frames, anywhere, on everyone.

You've demonstrated far dumber things many times, multiple times even. It would be nice to have some direction since we're apparently all failing to find this.
Zone like Testament, not like Cable. There's your direction.
 
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c.MK->c.HK is plus frames, anywhere, on everyone.
I see. At least if you have an assist to cover you that's an option, otherwise the opponent just gets free pressure. But I see, thanks!
 
You are +9.
You can move for nine frames before the opponent can hit a button.

Why is the opponent getting free pressure on you?
Ah my bad. Yeah you're right. I was testing that in a way that made no sense.
 
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Zone like Testament, not like Cable
I actually assumed that the moment she got mines, I was actually hoping she'd get something like webs which would make that picture far easier for me to piece out, yes I know she has Kamikaze but that is a projectile and I never played Marvel 2, always a GG guy.
 
I've mostly been getting heads out with the help of an assist. Slapped on a HP Brass Knuckles at the end of my combos and it lets me summon 2 heads and still be plus on ground tech + opponent is a good distance away from me so I can do some zoning before I engage again.
 
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I actually assumed that the moment she got mines, I was actually hoping she'd get something like webs which would make that picture far easier for me to piece out, yes I know she has Kamikaze but that is a projectile and I never played Marvel 2, always a GG guy.
think of them as Testament trees?
 
think of them as Testament trees?
I do? That was my point.
 
Ok I actually thought about this a lot, because I was a Testament player before I was enticed by I-No (when +R was first annoucned).

Mike's analogy made absolutely no sense to me whatsoever, but here's my thoughts.

To feel comfortable, Robo is going to need setup, which assists make significantly easier. The first thing you want to do is get a mine down so they can't simply run at you, how you get there is up to you.

From that position you can annoy with beams, the idea of the beams isn't to keep out nor really even to do much damage, simply to annoy the opponent. They are going to want to approach. From there you want to intercept their approach, either by calling a kamikaze drone and following it, or by dashing up with her really fast run.

You are weak to IAD, so you don't really want to be playing footsies, you want to be sitting behind your wall or pressuring.

So this is theory fighter as all hell, but the closest thing I can think of as to compare Robo to Testament.

Nothing revolutionary of course... but we should be exploring the character before making Mike rip his hair out. I still don't know that I agree with the analogy at all, but I also don't think it is right to be calling Robo's zoning bad right now. She can't keep away, this we know, she probably isn't SUPPOSED to be keeping away. keep mobile, setup when you can and be annoying, make the most of your openings and lets see how this character develops.


EDIT: Now I wish SG had a character with zeinest D=

EDIT2: My first suggestion to other Robo players would be to stop trying to use beams as do everything tools. They are super risky at midscreen distance, their main use to me is being annoying at full screen, if your opponent is closer than that you need to be trying something else.
 
> Watching everyone who claims to play Testament forget about Curse.
Only one person claimed to play Testament. I certainly didn't, I'm Johnny and I-No. I'm not sure what an equivalent of curse would be here though, missiles to protect further set up or help with pressure?
 
Am I the only one who has dreamt about robo fortune tactics? I already picture her broken but I would have to learn another character that I don't want to discuss. Not sure if I want to try before or after Evo.
 
I always wanted to play testament. He's perfect for my style. When I looked at getting into GG before I looked at the guilty bits tutorials and testaments style was what naturally appealed to me. Mid range trapping and rushdown character... Perfect, but unfortunately I was never able to play him since he isn't in xrd and anything else has no one playing or shit NetCode bla bla, no community...

So if robo plays like him, I will be happy. The only thing at this point that seems analogous would be mines I guess being like trees. Idk, it's been awhile since I've watched any of his play or seen the guilty bits tutorial of what he actually does. Trees skulls nets and a ground summon beastie are what I remember..


Anywho, I feel like robos keepaway is good, but not peacock stuff. I think she has to go in a bit, and uses her lasers to coax the opponent into her range so she can go offensive.

I'm off to watch some testament guilty bits...
 
Curse? I'm now even more confused someone please help me.

Hmm... heads can be used to get in on your opponent? I guess? I did mention following kamikze, but I guess the other heads work kinda like that too. Using Heads to cover your offense like Testament uses curse to offensively pivot?

I dunno, I knew when I was posting that MikeZ was gonna make me feel dumb but I'm stumped on this one.

EDIT: Or just using it to set up more stuff.
 
Ok after watching guilty bits I think I get it:

Mines are trees.
Kamikaze is curse homing missiles.
Kitten missiles are the curse overhead... Without being overheads I think.

Skulls are robos air lasers.

Long range normals are also robos air lasers.

There is no seeming equivalent to webs or Exe beast. Unless missiles are the lockdown component of Exe beast.

Robo fortune seems to be a combo of ironman and testament, the guilty gear version.


I could be wrong about all of this.
 
Mike did compare Iron man to Guilty Gear characters.
 
s.MP hitbox currently whiffs on crouching PW. O:
04ed3dd317.jpg

I think everyone knows this feel.
 
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As a fortune player, nope.
 
Found this earlier and made the get head thread with in it, but now I have it in video. Thanks @Tomo009 for finding the strings for other characters, I only found it for Filia.

I think this makes RF MUCH stronger as a team member and is definitely worth learning.