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Robo-Fortune Combo Thread

Midscreen universal cambo. Forgot to set it to less than 5 bars in the vid, but it builds you over half a bar, and the opponent almost a bar and a half.

 
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I heard people were having trouble with midscreen air grabs
 
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heres what im trying to do for mid-screen air grabs


Basically you you a 9djc ( or in the case of the video it was a 7djc ) then delay a 5j.hk. I tested against bella, peacock, double, bb, and squigly. It's easier against the heavier charactrers, and against double or BB you can even hit 9j.hk (7j.hk in context of the video) to land more hits if you want. The timing is a little tight, but I was able to do it fairly consistently after some practice.
 
...why?
For the damage.

Anyways, I wouldnt know why youd want 2 characters with hideous wakeup, but as Squigly...Launcher > LK+MK SBO DHC'd into Magnet allows robo fortune to pick up the combo :)
 
For the damage.

Huh. That combo was ridiculously scaled on purpose and just there for the fun factor. I'll go and do it again real quick if you really want to know, but I really feel like the attack data just hogs up the screen on those kinds of combos.

Does 7024 on 1.0 multiplier.
 
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Jeeze trying to record the first combo took about as long as playing MGS 4. (jk, no really it was hard and very annoying to get right.)

 
Ninja same thing happens to me sometimes....my big band Tod that I made.....That thing is too fucking hard to even attempt in a match
 
Jeeze trying to record the first combo took about as long as playing MGS 4. (jk, no really it was hard and very annoying to get right.)

Damn, bruh. The swag in this combo is astounding.
 
bleg... it's just that Robo's damage output SUCKS. The amount of work needed to break the 7k thresh hold is so great and it gives your opponent way too much meter. Now on the other hand Robo Kitty should be looked at as a space controller/ mini zoner. (her lasers are the only tool that could be used for zoning.) Kitty's goal is to do pop and runs on the opponent getting a few potshots with the laser at full screen before moving in and doing hard pressure. After getting a combo it's best to end it with a s.hk into c.hk so that Robo Kitty will have a head to use her space control. Throwing down a line mine is nice and makes the opponent second guess on trying to pressure you, the head launch is used as an ender on an unsafe combo due to it's tracking abilities it can punish the opponent from trying to punish you, or at the very least make them stop hitting you so they can block the head. Missiles can be used as a zoning tool but only if the zoning pressure is cover after an assist of some kind covering the vertical range, think Heavy Chair Toss or Heavy SOID.

in the end Robo Kitty isn't a combo character she's just pressure with a blend of zoning and head placements that force the opponent to block at certain times/ distances.
 
because i don't care anymore. i just don't care. why do i even bother posting stuff anyways it's not even good.
 
I dunno how many people are using this, but I just found it from Sonicfox's play that is neat, an easier air throw conversion instead of trying djc jmp jhk. The djc usually has to be obnoxiously early and it spretty tight timing, but this method is far simpler to time.


Only Weird character is Big Band and Double, where you can't microdash cMP to get a pickup, but you can just immediately land and do cMP and things should be fine.

FWIW, @Yomabudd_y , I think this should be the air throw conversion of choice for the compendium due to its much less strict timing.
 
I dunno how many people are using this, but I just found it from Sonicfox's play that is neat, an easier air throw conversion instead of trying djc jmp jhk. The djc usually has to be obnoxiously early and it spretty tight timing, but this method is far simpler to time.

FWIW, @Yomabudd_y , I think this should be the air throw conversion of choice for the compendium due to its much less strict timing.

I don't think the timing is obnoxious. All you need to do is press dj after you see the FINAL FLASH :^) of the air grab.
I definitely like this over dj j.mp j.hk.
 
thingy
Yo wtf that's godlike. I'm currently on vacation but I'll go update it and post a video with the BnB with it ASAP.
 
I was going to post this in the tech and reset threads, but I used the word combo so I'll put it here.

I didn't see anyone post this(if someone did credits to him/her), but the best double snap combo I've found is the one that gives you heads.

So I use for lights, meds, heavies I use: dash cr.mp->cr.mk->s.hk->cr.hk walk forward s.mp->s.hk-> cr.hk repeat 2nd string

For BB and Double they are different...

BB dash cr.mp->cr.mk->cr.hk walk forward s.mp->s.mk-> s.hk-> cr.hk repeat 2nd string

Double dash cr.mp->cr.mk->s.hk->cr.hk walk forward s.mp->s.mk->s.hk-> cr.hk repeat 2nd string

Although s.mp does less dmg than cr.mp its easier to land and faster.

However, cr.hk in the first string will whiff you aren't close enough to the corner so you might have to delay s.hk so cr.mk gets you closer or make sure your dash brings you close enough.
 
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Title is now Robo-Fortune Combo Thread, because this character has been released and I'm all punned out.
 
Hundreds o combos about, probably posted this one already in some form, this is of course also not the best combo, etc, w/e, not the point
Friend wanted a 'universal robo combo' that 'wasn't hard but also wasn't ass' (no early jMPs and jHKs if possible, etc) and this is the best idea I had for one as its basically what I do.
If it helps her out, that's all I care about. If it helps one of y'all out, nice. If you post and say BUT IT'S NOT OPTIMAL!!1! please go away

and yes my Robo execution is poor
*hacker voice* anyway, here's combo

and I did test it on everyone ok, 2/3jHK is the biggest change if you want to do it at all for different characters on the second restand, changing it on the first hardly makes a difference, sometimes you can crossunder/crossup with it, etc


mwah
 
Title is now Robo-Fortune Combo Thread, because this character has been released and I'm all punned out.
  • Robo-Fortune's Power Generator?
  • Robotic Pain Turbine?
  • Robo-Fortune's Alternating Current Combos?
  • Robo-Fortune's Amped Damage Output?
  • Joule Thieving with Robo-Fortune?
  • Elementary, my dear Watt-son: Robo-Fortune Combos?
 
Hey Robo-babes, what's the most optimal universal stuff I can do starting from Stage 3 on the ground with 2MP?

JLK JMK DJ JLK JMK will set off IPS obviously etc.

I'm trying to sneak in Launcher > Air > Ground > Air > Long Ground ... 5HP x H Danger but having some problems with Undizzy limits and air button limits for restands.
I don't this character well yet.

To start from Stage 3 do like.. jMK DJ jLP jMK \/ then 2MP.

I'm trying to figure out my best DHC conversions after like [Pillar xx Silent Scope xx Whiff Magnet] etc.

--

Edit: Here is what I got so far..

2MP 2HP
JLK JMK /\ JLP JMK
2MK 2HP
JMP JHK
5LP 5LP 5[MP] 5MK 5HP x H Danger x Beam

Don't know if this is universal or the best.
 
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Hey Robo-babes, what's the most optimal universal stuff I can do starting from Stage 3 on the ground with 2MP?

JLK JMK DJ JLK JMK will set off IPS obviously etc.

I'm trying to sneak in Launcher > Air > Ground > Air > Long Ground ... 5HP x H Danger but having some problems with Undizzy limits and air button limits for restands.
I don't this character well yet.

To start from Stage 3 do like.. jMK DJ jLP jMK \/ then 2MP.

I'm trying to figure out my best DHC conversions after like [Pillar xx Silent Scope xx Whiff Magnet] etc.

--

Edit: Here is what I got so far..

2MP 2HP
JLK JMK /\ JLP JMK
2MK 2HP
JMP JHK
5LP 5LP 5[MP] 5MK 5HP x H Danger x Beam

Don't know if this is universal or the best.

You can change JLK JMK DJ JLP JMK into
JLK JMK DJ JLK JMK

and JMP JHK into
JLP JMP JHK
and 5LP 5LP 5[MP] 5MK 5HP
5LK 5MK 5LP 5LP 5[MP] 5MK 5HP

i tried it in changed way,its like 7200 damage.
 
You can change JLK JMK DJ JLP JMK into
JLK JMK DJ JLK JMK

and JMP JHK into
JLP JMP JHK
and 5LP 5LP 5[MP] 5MK 5HP
5LK 5MK 5LP 5LP 5[MP] 5MK 5HP

i tried it in changed way,its like 7200 damage.
JLK JMK DJ JLK JMK will set off IPS obviously etc.

JLK JMK DJ JLK JMK sets off IPS.

That was the example I gave.
 
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2MP 2HP
JLK JMK /\ JLP JMK
2MK 2HP
JMP JHK
5LP 5LP 5[MP] 5MK 5HP x H Danger x Beam
Can add 5LK in the 2MK 2HP chain and do 5LK 5MK 2HP instead for more damage midscreen. There's probably some corner optimisations with H Air UniBeam but I couldn't find anything worthwhile.
 
c.LK c.MP s.MK s.HK + Call H Pinion Assist c.HK,
j.MP j.HK,
[s.MP] c.HP,
j.LP j.MP j.HK,
s.LPx2 [s.MP] s.MK s.HP xx H Danger xx Cannon

A way you can summon a head mid combo. There's a lot of ways to do that obv but I like this one because it looks cool (it combos off dust). I didn't have time this morning to figure out how to optimize this but a more optimized version of this combo might do a lot of damage since H Pinion does a lot of damage by itself.
 
Got Robo over the weekend & spent some time in training trying to do some of the combos listed without success.
Fought vs. someone who did have some good combos going, though.

Anyone else just starting out know what combos to focus on? DJs in combos: maybe some are easier than others?
Throw conversion: I just use magnet super (I guess you can whiff the super to do a combo though).
Air throw conversion: So far can't DJ off it.
So I can do this so far: cLK MP MK HP xx H Danger xx Cannon (heh, thankful to the forum have this at least)

Fun character, though. Just need to be patient w/seeing about maining/subbing this one. I've only had a three days of practice so far.
 
Got Robo over the weekend & spent some time in training trying to do some of the combos listed without success.
Fought vs. someone who did have some good combos going, though.

Anyone else just starting out know what combos to focus on? DJs in combos: maybe some are easier than others?
Throw conversion: I just use magnet super (I guess you can whiff the super to do a combo though).
Air throw conversion: So far can't DJ off it.
So I can do this so far: cLK MP MK HP xx H Danger xx Cannon (heh, thankful to the forum have this at least)

Fun character, though. Just need to be patient w/seeing about maining/subbing this one. I've only had a three days of practice so far.
Comboing off j.HP djc is kind of tricky I think. Every other double jump cancel is easy though. What double jump combo are you trying to do?

Magnet super is how you convert off ground throw and s.HK if you don't have an assist that does it for you, yes. Depending on your assist you might not need to do that though.

If you're learning the air throw combo, I'd recommend starting off just learning where you can input a double jump. Once you have that down start trying to combo off it. I think the midscreen airthrow combo is her hardest practical combo fwiw.
 
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Comboing off j.HP djc is kind of tricky I think. Every other double jump cancel is easy though. What double jump combo are you trying to do?

If you're learning the air throw combo, I'd recommend starting off just learning where you can input a double jump. Once you have that down start trying to combo off it. I think the midscreen airthrow combo is her hardest practical combo fwiw.
Fwiw JHP is easier to DJ cancel in Mikes local version so that will be coming soon ish hopefully.

Also @indieanimator
When you land air throw, cancel into double jump after the shock, then when you land do a quick micro dash into 2MP 2HP and that's your conversion.

Vs Double and one other character I forget you don't need the microdash.
 
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Comboing off j.HP djc is kind of tricky I think. Every other double jump cancel is easy though. What double jump combo are you trying to do?

Magnet super is how you convert off ground throw and s.HK if you don't have an assist that does it for you, yes. Depending on your assist you might not need to do that though.

If you're learning the air throw combo, I'd recommend starting off just learning where you can input a double jump. Once you have that down start trying to combo off it. I think the midscreen airthrow combo is her hardest practical combo fwiw.

Thanks for the reply McP, and Skarmand. I'll give that a try
One I wrote down & tried is:

cLK cMP MK cHP
jLK jMK djc jLK jMK
cMP MK cHP
jMP jHK djc jLP jHK
LP MP MK HP xx H Danger xx Super

I do jump cancels in Xrd & P4AU, but maybe the timing's a bit different in this.
Plus I need to learn how jHK works. I remember when I first learned BB's jMK was controllable through extra taps.

Yeah, I get overwhelmed by the sheer number of combos in a subforum here and at dustloop. I've read all 7 pages over time up til PS3 release. Ah, I should check the B & B Compendium for a short list of combos too.
 
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Oh yeah the j.LK j.MK djc j.LK j.MK combo. That one's weird, I don't do that anymore cause it's hard and also the thing Skarmand said where it doesn't work off certain starters but mostly because it's hard and I'm lazy. But basically you have to delay the j.LKs as much as possible. That seems to be the trick to it. The second air series in there is a lot easier. j.HK pretty much just goes the direction you hold on your stick, except for up because that makes it cancel into a double jump (unless you used your double jump already). Hopefully some of that is useful.
 
Oh yeah the j.LK j.MK djc j.LK j.MK combo. That one's weird, I don't do that anymore cause it's hard and also the thing Skarmand said where it doesn't work off certain starters but mostly because it's hard and I'm lazy. But basically you have to delay the j.LKs as much as possible. That seems to be the trick to it. The second air series in there is a lot easier. j.HK pretty much just goes the direction you hold on your stick, except for up because that makes it cancel into a double jump (unless you used your double jump already). Hopefully some of that is useful.
Man that combo's easy.

Also hold HK so you don't double jump if you want to go up.

EDIT: PSA, if you're doing combos off of throws using assists and you want something that recovers faster than beam, LK Danger recovers faster than beam so it can allow stuff where beam's recovery doesn't allow for combos. So does LK Headrone, but you may not want to do that because that might cost a head and mess up the combo. Also the input doesn't allow for assist 2 to be used, so that may hurt you depending on team composition.
 
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R Fortune corner 7958
I can get 8.2k with s.mk after the first s.mp for heavier characters. Since j.mk->j.hk -> djc ->j.mk->j.hk->s.mp can drop on lights at times.
 
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I can get 8.2k with s.mk after the first s.mk for heavier characters. Since j.mk->j.hk -> djc ->j.mk->j.hk->s.mp can drop on lights at times.
you mean use s.mk instead of s.mp?
 
Woops I mean s.mk after the s.mp.
That will trigger undizzy burst.

EDIT: Here's the combo I've been using

Should work on everyone in the corner. You need to neutral jump after the first launcher on some characters like Cerebella. You can hit the last hit of j.HK on a few taller characters and bump the damage up to 8.2k. Replacing the first s.MK with c.MK makes it easier for me to do but drops the damage very slightly (pretty much insignificant).

Also works midscreen sorta on some characters.
 
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Ah for some reason I had forced counter hit on. Yeah it triggers undizzy burst.