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Robo-Fortune Combo Thread

Here's an alternative to the 2f link route that I feel is way easier and more consistent and you barely lose any damage


I like this route.

Is there a route for this you can do to omit the micro dash? Does omiting the Air H laser cut a lot of damage or no?
 
Is there a route for this you can do to omit the micro dash? Does omiting the Air H laser cut a lot of damage or no?
There's no micro dash, if you're refering to the link after beam I just held forward there. But either way, replacing the last chain with the usual j.mp, j.hk, j.lp, j.hk still does 7.9k.

The versions I had were these:

c.lk, c.mp, s.mk, c.hp,
j.lk, j.mk, j.hp, djc, j.mk,
c.mp, c.hp,
j.hk, djc, j.mp, j.hk, H beam,
s.lp, s.lp, s.mp(hold), s.hp, H danger, super


c.lk, c.mp, s.mk, c.hp,
j.lk, j.mk, j.hp, djc, j.mk,
c.mp, s.mk, c.hp,
j.hk, djc, j.mp, j.hk,
s.lp, s.lp, s.mp(hold), s.mk, s.hp, H danger, super


c.lk, c.mp, s.mk, c.hp,
j.lk, j.mk, j.hp, djc, j.mk,
c.mp, c.hp,
j.mp, j.hk, djc, j.lp, j.hk,
s.lp, s.lp, s.mp(hold), s.mk, s.hp, H danger, super
 
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some damage

and I thought 8.5k with Pillar was good. Nice find.

c.LK c.MP c.MK s.HK c.HK Pillar Assist
jump
S.HP H Beam djc j.MK j.HP H Beam
land
s.MP s.HP Mine
s.LP s.LP s.HP HK Danger!
OTG
c.LK s.[MP] s.MK s.HP HK Danger! CCAlpha
8514 damage
 
What is her go to BnB for a beginner player?
 
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I cant do sLP sLP... part after sLK s[MP] part.What am I doing wrong?

This is a link. It is not meant to be easy... other than good timing there's not much to it.
You could try to do this:
s[MP] s.mk
sLP anything

It is slightly easier, but might require you to retweak your combo because of undizzy.
 
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This is a link. It is not meant to be easy... other than good timing there's not much to it.
You could try to do this:
s[MP] s.mk
sLP anything

It is slightly easier, but might require you to retweak your combo because of undizzy.
Does she have a easier BnB for a beginner?
 
easier BnB
You can try this one:

c.lk > s.mp > s.mk > c.hp
j.mk
> j.hk > djc > j.mk > j.hk(holddown)
s.mp(hold) > s.mk > c.hp
j.lk
> j.mk > j.hk(holddown)
s.lp > s.lp > s.mp(hold) > s.mk > s.hp > xx H Danger > xx Super

djc stands for double jump cancel. Just tap up forward during a hit.

This bnb is universal, but it is a bit timing specific on heavy (and some medium) weights depending on how you do it. A good way to make it consistent on everyone is by doing this:

Once you do your c.hp launcher jump INSTANTLY, but wait just a tiny little bit to press the first air button (j.mk and j.lk, for both parts after you launch) and you should be good. I have highlighted these moments on the combo notation for ya.

If for some reason you're failing on the second airstring (j.lk > j.mk > j.hk(holddown)), you can try to replace j.mk for j.mp. You will lose damage for this, but it makes it easier to connect consistently.

If you're feeling comfortable with it, you could try to squeeze in all of the j.hk hits on every part... but it is really difficult on light weights and I wouldn't recommend trying it on anyone that isn't medium and heavy.
If you're still having issues, you can try this variation instead:
c.lk > s.mp > s.mk > c.hp
j.mk
> j.hk > djc > j.mk > j.hk(holddown)
s.lk > s.mp(hold) > s.mk > c.hp
j.mp > j.hk(holddown)
s.lp > s.lp > s.mp(hold) > s.mk > s.hp > xx H Danger > xx Super

This one removes the need to do s.mp after j.hk which can be a little tricky.
Good luck :)
 
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Does she have a easier BnB for a beginner?
The [MP] part means to hold that button. Give it another try.
 
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The [MP] part means to hold that button. Give it another try.
Oh... I thought it meant restand or something.
 
This is neat.


Do you do this, @mpgame99 ?

Also note, sMK went from +10 to +7 as a side effect of rebalancing it in the beta.
This turns sMK > sLP into a 1F link and makes sMK > sLK/cLK impossible.

Could be addressed but if it's not then that's a thing.
 
This is neat.


Just to add onto that, you get 8k if you spend the mine. Retail damage is here, albeit buried beneath tight links!!


And honestly so long as s.HP > Mine and c.MK vacuum work, Robo is good on combo help. She can manage 7k mid-7.3k corner-8k punish HCH by herself. It's not what she used to be, but the combo tools in general feel better. (Except for Air H Beam >s.MP not working anymore)
 
This is neat.

Do you do this, @mpgame99 ?
I know about this, but since most of my confirms in neutral are from beam > bypass I never get the chance to use it. I will start using that combo though. I'm really bad at optimizing combos so I really needed that.
 
Warning: May be loud also dropped frames because yes.

I uploaded four of the things I've mentioned;reminder don't do these on Double but do these on everyone else. I did most of them on Parasoul because she's easy.




 
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Double post but I was rewatching Mike's 2v3 TOD CereBand combo video and wanted Robo to do the same with that much meter. Turns out she can, if it's in the corner and HCH. :V

I feel like it's applicable because 1. People use HP Hurl for Robo Fortune anyways 2. You don't need a head. 3. You only need 2.09 meter versus 3 bars to start. 4. You can bait people into bursting/reversal versus Robo easily. It does 11014 with Robo alone: there's also a video in there with CCAlpha ender in 1v1.

 
I wanted to refurbish (probably not the best word for it?) the Robo Fortune compendium and was looking for what people think are optimal combos. I haven't kept up with the character extremely well with regards to combos so I'd like some good starting combos/intermediate-advanced combos for midscreen, corner, midscreen w/ head and corner w/ head. Also a combo that uses a cool assist extension would be neat so people can try to experiment with those.
 
ReFURbish is a perfect word, thanks. :^)
This is probably what getting Kanchou'd thrice in a row from the same reset point feels like.
 
I have an entire flowchart of what optimized solo Robo can do with/without heads // head-no head //Midscreen-corner// CH-not CH (also different enders depending on what you prioritize). I could cross-post it from my training diary and then send the notations. The s.HK HCH is really difficult and uploading it would take a while though.
 
Just a heads up I'm not interested in putting extremely difficult situational confirms in the OP, unless it's just a quick link to the post in the thread.

I already get enough people telling me JLK JMK DJ JLK JMK is too hard as it is.

Her midscreens shouldn't be too different from retail, the numbers just need to be recorded.

Due to H Beam loops in the corner I expect to get new corner combos out there.
 
I have an entire flowchart of what optimized solo Robo can do with/without heads // head-no head //Midscreen-corner// CH-not CH (also different enders depending on what you prioritize). I could cross-post it from my training diary and then send the notations. The s.HK HCH is really difficult and uploading it would take a while though.
If you can post the notations I can make the vids, the help would be sickerino, mon ami.
 
Okay, the Robo Fortune "not-on-Double but it's coming soon" Flowchart is ready. This took me so long to format oh man.
Note that some characters don't get hit by the first hit of [s.MP] or that not all j.MP or j.HK will connect, so this is the "at best" damage.
Ready? START!

Is your combo midscreen or in the corner?

Did you receive a counter hit?
What button did you start with?
Do you have a head to use in your combo?
What is your priority?
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK [s.MP] s.HP Mine
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK [s.MP] s.HP Mine
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK [s.MP] s.HP Mine
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What is your priority?
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.LK j.HK
land, then jump
j.LP j.HK djc j.MP j.HK air H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.LK j.HK
land, then jump
j.LP j.HK djc j.MP j.HK air H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.LK j.HK
land, then jump
j.LP j.HK djc j.MP j.HK air HP Beam
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
Do you have a head to use in your combo?
s.HK Magnet
c.HP
j.HP djc j.MK j.HK
c.MK s.HP Mine
[s.MP] c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What is your priority?
s.HK c.HK c.HK Magnet
s.LK s.MP c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK
s.HK c.HK c.HK Magnet
s.LK s.MP c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What move connected?
Spending a head is not optimal.
What is your priority?

c.LK c.MP s.MK c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK
c.LK c.MP s.MK c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet
c.LK c.MP s.MK c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What is your priority?
s.HK c.HK c.HK Magnet
s.LK s.MK c.HP
j.HP djc j.MK j.HK
land j.LK j.MP djc j.LP j.MP H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK
s.HK c.HK c.HK Magnet
s.LK s.MK c.HP
j.HP djc j.MK j.LK
s.MP s.HP Mine
j.LP j.MP air H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK
s.HK c.HK c.HK Magnet
s.LK s.MK c.HP
j.HP djc j.MK j.LK
s.MP s.HP Mine
j.LP j.MP air H BEAM
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha

Using a head in a corner combo is not optimal.
Did you receive a counter hit?

c.HP
j.HP djc j.MK j.HP
c.MK c.HP
air H BEAM djc j.LK j.MP air H Beam
land, then jump
j.LP j.HK air H BEAM
s.LP (2x) s.HP HK Danger!
s.LK [s.MP] s.MK s.HP HK Danger! CCAlpha
c.LK c.MP s.MK c.HP
j.HP air H BEAM djc j.LK j.MP air H BEAM
land, then jump
j.LP j.HK air H BEAM
s.LP (2x) s.HP HK Danger!
s.LK [s.MP] s.MK s.HP HK Danger! CCAlpha
 
Okay, the Robo Fortune "not-on-Double but it's coming soon" Flowchart is ready. This took me so long to format oh man.
Note that some characters don't get hit by the first hit of [s.MP] or that not all j.MP or j.HK will connect, so this is the "at best" damage.
Ready? START!

Is your combo midscreen or in the corner?

Did you receive a counter hit?
What button did you start with?
Do you have a head to use in your combo?
What is your priority?
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK [s.MP] s.HP Mine
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK [s.MP] s.HP Mine
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK [s.MP] s.HP Mine
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What is your priority?
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.LK j.HK
land, then jump
j.LP j.HK djc j.MP j.HK air H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.LK j.HK
land, then jump
j.LP j.HK djc j.MP j.HK air H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet
c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.LK j.HK
land, then jump
j.LP j.HK djc j.MP j.HK air HP Beam
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
Do you have a head to use in your combo?
s.HK Magnet
c.HP
j.HP djc j.MK j.HK
c.MK s.HP Mine
[s.MP] c.HP
j.HK djc j.MP j.HK air H BEAM
s.LK (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What is your priority?
s.HK c.HK c.HK Magnet
s.LK s.MP c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK
s.HK c.HK c.HK Magnet
s.LK s.MP c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What move connected?
Spending a head is not optimal.
What is your priority?

c.LK c.MP s.MK c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK
c.LK c.MP s.MK c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK c.HK Magnet
c.LK c.MP s.MK c.HP
j.HP djc j.MK j.HP
c.MK c.HP
j.HK djc j.MP j.HK H BEAM
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha
What is your priority?
s.HK c.HK c.HK Magnet
s.LK s.MK c.HP
j.HP djc j.MK j.HK
land j.LK j.MP djc j.LP j.MP H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK
s.HK c.HK c.HK Magnet
s.LK s.MK c.HP
j.HP djc j.MK j.LK
s.MP s.HP Mine
j.LP j.MP air H BEAM
s.LP (2x) [s.MP] s.MK s.HK c.HK
s.HK c.HK c.HK Magnet
s.LK s.MK c.HP
j.HP djc j.MK j.LK
s.MP s.HP Mine
j.LP j.MP air H BEAM
s.LP (2x) [s.MP] s.MK s.HP HK Danger! CCAlpha

Using a head in a corner combo is not optimal.
Did you receive a counter hit?

c.HP
j.HP djc j.MK j.HP
c.MK c.HP
air H BEAM djc j.LK j.MP air H Beam
land, then jump
j.LP j.HK air H BEAM
s.LP (2x) s.HP HK Danger!
s.LK [s.MP] s.MK s.HP HK Danger! CCAlpha
c.LK c.MP s.MK c.HP
j.HP air H BEAM djc j.LK j.MP air H BEAM
land, then jump
j.LP j.HK air H BEAM
s.LP (2x) s.HP HK Danger!
s.LK [s.MP] s.MK s.HP HK Danger! CCAlpha
You are an absolute G and maybe put too much effort into it lmao. I'll copy paste all this into the compendium.

Out of curiosity, is the j.HP stuff happy birthday proof? The j.LK j.MK stuff worked on everyone but obviously now does garbage damage.
 
Out of curiosity, is the j.HP stuff happy birthday proof? The j.LK j.MK stuff worked on everyone but obviously now does garbage damage.


Unfortunately for our birthday enthusiasts, j.HP does not hit both characters. The old BnB is the only useful happy birthday combo, and even then it barely carries to the corner from the middle of the screen. I've been trying to use more j.HK for the distance, but undizzy has something to say about it. If you use H Hurl or Fukua Drill assist, you're much better off in double snap situations. Unfortunately there are no unbirthday setups for Level 3 Detonation atm; I've been trying to work on those.
 
Is the first BnB showed in the OP(the one without the DJ cancel) still good/doable? (I'm talking about the beta), if not what is a good BnB for the currente beta Robo?
EDIT:Are the combo posted in the last page good for a beginner?
EDIT1:how about the one posted by noaa in response to medivh?
 
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Is the first BnB showed in the OP(the one without the DJ cancel) still good/doable? (I'm talking about the beta), if not what is a good BnB for the currente beta Robo?
EDIT:Are the combo posted in the last page good for a beginner?
EDIT1:how about the one posted by noaa in response to medivh?

The best robo combos are the ones posted by catfish a few post above yours. They're pretty tough for a beginner though so I would recommend the doing the ones in the OP. They aren't super optimal but they are pretty easy and they do decent damage.
 
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Combos in the OP are fine, I still use the JLK JMK DJ JLK JMK one.
The combos themselves haven't changed too much besides her corner ones, which I'll get around to adding once I'm sure the beta is finalized. (It basically is for Robo so I'll do that soon)

The combos just do less damage now.

Like Mpgame said, I wouldn't recommend the jHP DJ, jMK jHP combos to anyone. (Which is why I don't want to add them to the OP)
They are terribly inconsistent and difficult, and tournament unviable imo.
I'd be really impressed to see Catfish pull those off in a tournament setting without ever dropping them.
 
I've been really afk with Skullgirls and the Robo Fortune flowchart because I'm grinding out a new Kum Haehyun. Have a bunch of stuff in the meantime. CH stuff seems pretty optimal, honestly the Double stuff is flashy: its not too hard to hit but its a lot to remember. Assists will show ideas for those who run Bypass/Hurl/H Bomber/H Knuckles?


Also this is really good. You can also Super > Magnet too if you want to spend meter. Leaving this here for Robo players to see.

 
Are the combos in the op still viable? After some time away from the game i'm practicing the first and second one in the OP and i can't seem to fully hit with the second J.HK (most of the time it doesn't hit at all) in the first midescreen combo while i can't seem to connect the DJC>J.LK>J.MK in the second combo before my opponent falls to the ground.
Am I missing something or is it just poor execution from my side?
 
Look at the compendium for youtube videos for reference on how to do it.
 
Are the combos in the op still viable? After some time away from the game i'm practicing the first and second one in the OP
They still work, but I definitely don't recommend the [j.LK > j.MK > DJC > j.LK > j.MK] one unless you fully understand how fast each character falls and can learn the timing for when to press each button.
 
Thank you all, i was able to perform the first one smoothly after a bit of practice

They still work, but I definitely don't recommend the [j.LK > j.MK > DJC > j.LK > j.MK] one unless you fully understand how fast each character falls and can learn the timing for when to press each button.
So it's actually possible to pull off that combo on every character by adjusting the timing of the inpputs to the time they take to fall?
 
So it's actually possible to pull off that combo on every character by adjusting the timing of the inpputs to the time they take to fall?


Yes! It's a very delayed timing if you do it on double, but possible.
 
Made a post here about special IPS / Undizzy rules with Robo's heads that you might want to read up on when making combos and doing them.
Slightly advanced.
 
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Can't do the corner combo in the B&B topic. Any easier corner combos involving H Beam? Found some on YouTube I couldn't do either.
Lower damage is fine. I just need to be able to do it at this point. Thanks.
 
The corner combo in the OP was trash for this version.
I removed it and replaced it with a different one.
There's 3 H Beams and no 2F link.

Try that one.
 
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The corner combo in the OP was trash for this version.
I removed it and replaced it with a different one.
There's 3 H Beams and no 2F link.

Try that one.
Oh, no wonder I had problems. Thanks!
 
The corner combo in the OP was trash for this version.
I removed it and replaced it with a different one.
There's 3 H Beams and no 2F link.

Try that one.

This new corner combo is nice (is it really universal? I don't think I'll be able to perform it on Double or Big Band). I made a video of it, if you want you can put in the OP.


I reached 7321 damage with it.