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Robo-Fortune compendium: <insert funny technology reference line here>

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Yomabuddy

I don't play Big Band just for the assist.
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Hey! Welcome to the Robo-Fortune Compendium. The purpose of this thread is to compile useful information about this character and have it all in one convenient place.

There's hella text in this thing, so to make it easier to find the specific information you're looking for, everything is in spoiler tags divided by section. Just click the spoiler tag of the section you want!

Shoutouts to mcpeanuts for the intro

Go to http://skullheart.com/index.php?threads/robo-fortunes-hitboxes-2015-6-9.7618/ for Robo-Fortune's hitboxes. Thanks Stuff!

Please note that the Beta is still currently not implemented and changes may occur that the compendium does not have. At the moment I'll dump all the changes Mike has put in his beta changes Google doc, and insert code formatting
Code:
like this
next to parts of the guide that are now no longer relevant due to the changes.

Changes:

  • s.HP startup 19f->17f (up from 16f in the previous Beta), hitstun +3f to ensure there are no dead frames when comboing to new Headrone Impact on standing.

  • Frame data adjustments:
    • Headrone Impact block advantage +29 -> +17.

    • c.HP block advantage -11 -> -12.

    • c.WK block advantage +3 -> +1.

    • s.WK block advantage +0 -> +2.

    • s.LP-LP block advantage +3 +3 -> +2 +0.

    • c.LP and c.LP-LP block advantage +3 -> +0.

    • s.MK -1f startup, +3f recovery.

    • s.MP +1f (not 2f) startup; unheld s.MP block advantage now +2; s.MP hold block advantage +0.
  • s.HP last hit also pulls in, even on block; add 7f recovery so that it is not +6 on hit and right next to the opponent. :^P Damage redistributed, now 1003 instead of 1089, and ~50 less damage than before when fully scaled.

  • Dash velocity 24px/frame -> 23px/frame; during Lv3, 28px->27px. (Basically does nothing up close, but fullscreen it makes a difference.)

  • After a doublejump-cancel from an air attack, all jumping attacks until landing are not overhead. Regular doublejumps without cancelling from an attack works as normal.

  • Added a small buffer window for double-jumps after air beams. Landing still takes priority, though.

  • Restore 25 of the 100 damage that was removed, to all normals except j.MP/j.HK (and s.HK because it wasn't reduced before).

  • c.MK only pulls the opponent toward Robo if they are far away; hopefully prevents rare cases of Robo crossing underneath and whiffing with the followup c.HP vs really close opponents.

  • s.HP pulls in on hit (and ground block), and reduced the knockback on the final hit, to make it easier to connect H Danger afterward from any distance.

  • opponents within a reasonable distance. Blockstun unchanged. (me)

  • Remove vulnerable box on c.WP’s ears during the active frames to make it a better antiair.

  • c.MK knocks opponent slightly toward Robo on hit , now combos into c.HP from max range on everyone, instead of having the c.HP whiff. (Stuff)

  • Increase the visual "tell" on s.HK by retiming the beginning. Frame data unchanged, but it now reaches unique frames sooner. (Liam)

  • Properly arrange IPS display pips in Training Mode, and remove unused ones! Oops.

  • Decrease damage on all normals to lower her combo damage a decent amount. Her zoning is getting a huge boost, reducing her actually-pretty-high damage to low-average is basically required.

  • Increase the size of the vulnerable boxes, and slightly decrease the size of the hitbox, on j.HK to make it easier to contest. (Liam)

  • Magnet:
    • Magnet minimum damage is now 1000, down from 1237.

    • Now puts opponents all the way in the corner, instead of allowing corner crossups afterward.

    • Causes untechable knockdown. Does not leave the opponent grounded long enough to cross up, only long enough to retreat.

    • Is now strike invincible before the superflash, rather than throw invincible. Still fully invincible after the flash until the first active frame. This gives her a safe DHC out.
  • Beams:
    • L and M beam metergain very slightly decreased.

    • Opponent’s meter gain for being touched by all beams greatly increased; it is now roughly equal to what Robo gets on block.

    • L and M beam damage 650 (up from 400, up from 600 in the previous Beta) and chip damage to 375 (up from 250, down from 400).

    • Beams do not receive any counterhit damage bonus. They still subtract undizzy on counterhit, but there's no extra damage.

    • Make L/M beams reach fullscreen on the first active frame, instead of half that, so they instantly hit everything in the way.

    • Decrease recovery on L/M ground beams by 5f.

    • Decrease recovery on H ground beam by 7f.

    • Increased hitstun/blockstun/knockback on j.L beam a bit.

    • Beam impacts now correctly show IPS sparks.

    • Double-jumping grants another air Beam use if one was already used. (MMDS, hey look at that!)
  • Headrone RAM:
    • Improve vertical tracking speed a bit.

    • Chip damage 150 -> 300.
  • Headrone Impact:
    • Explosion always scales damage to 50%, but Robo can now combo after the explosion even if the mine traded with the opponent.

    • Decrease time between a head detecting the opponent and it finally exploding to 1f from 6f.

    • Heads that make contact during the airborne dive portion will always explode on landing instead of waiting (or disappearing if Robo is in hitstun).

    • Increase hitstun on air portion by 5f to help ensure it always combos into the detonation.
  • Headrone Salvo:
    • Only the first Salvo assist c.HK (with no heads summoned) counts as "using your assist". This way if you call her in the middle of a combo it will lock your assist, but if you start a combo after she's summoned the first head then you can call another assist.

    • The three heads summoned by this assist now do not hit on the way up after being summoned.

    • Calling this assist to summon the three heads now counts as “using your assist during this combo” even though it does not hit, just like Center Stage.

    • When done as the point character, Lv2 Salvo +10f recovery and Lv3 +20f.

    • Salvo assist now summons up to 3 heads per call when she doesn’t already have 3 heads, with one head rotation between summons. A second call is still required to fire them.

    • Duration of Robo’s animation during Salvo assist extended. Now she is still on the screen when the missiles hit, so that you can’t call her before they hit and start summoning more heads during the missile rain.

    • Missiles knock airborne opponents downward rather than upward.

    • Number of missiles increased: 1 head = 3->4, 2 heads = 6->8, 3 heads = 9->12, 3 heads + taunt = 21.

    • Increase hitstun 22f->32f, blockstun unchanged. Perhaps this and the increase in the number fired will help opponents not be able to capitalize as much after being hit...
  • Head stuff:
    • All versions of QCB+K activate heads earlier in the animation, at 6f instead of 14f.

    • Heads respond to activation call 10f faster, and begin their action 3f faster after responding.

    • Reduced the recovery of all versions by 3f.

    • Reduce recovery of c.HK by 2f.
  • L Danger:
    • Invincible from the knees up, rather than the waist up, through the active frames.

    • Hitbox slightly bigger.

    • Startup 11f->10f.

    • Pulls opponent in on hit so all hits connect from any distance.

    • Knocks away higher and farther to aid zoning if she chooses not to supercancel.

    • Recovery increased, now -20 on block.
  • Catastrophe Cannon:
    • Reduce opponent meter build on hit for all versions.
  • Lv3:
    • L and M beams during Lv3 knock up higher, knock back further, and are supercancellable throughout the entire animation for ease of picking up with Magnet.

    • Explosion hitstop per hit 8f->12f, and added a 10f buffer to input attacks when Robo lands, so that explode -> Cannon is possible on every character.

    • After activation, Robo has up to 12f (down from 30f) of invincibility if she doesn’t do anything, a-la Tanden Renki.

    • When Robo is not the point character, explosion timer is always set to 40% (not 50%) remaining. Setting it to “a while left” prevents snapping her in for a free kill.

    • Alpha counter explosion gives 7f more time before Robo explodes. It is now 2f slower than as Alpha counter -> SSJ, which is the fastest thing that can be done after an alpha counter.

    • Tagging in Robo also makes the detmode timer set to explode immediately, just like alpha countering her in.

    • Fixed various audio bugs when Robo was not the point character.

    • During Lv3, L/M beams cause untechable sliding knockdown, similar to Fukua’s airthrow.

    • Explosion does not push airblocking oppoents backward and release them from it.

    • Explosion now keeps the opponent in hitstop so they cannot PBGC during it. Using the bug for good, for once!

    • Exploding does not clear Robo Fortune’s undizzy or reset damage scaling until she fully completes the recovery (i.e. the recovery counts as still-in-hitstun); the opponent does get a CH which subtracts some undizzy, but they do not get a full new HCH combo with reset IPS.

    • Landing recovery increased after explosion.

    • Alpha-countering her in will instantly explode on landing, because that’s a minimum cost of 4 bars.

    • Timer counts down 5x as fast during a successful Magnetic Trap, meaning she should always explode after it slams.

    • Add flames (visual effect) when she is close to detonating to distinguish from flashing without sound. (Good call, Liam)
Boy I'm glad the post editor handled that properly :^)
Notation used in this guide is numpad notation. Refer to the numpad on your keyboard. Facing towards the right:

7 8 9
4 5 6
1 2 3

Notation used for buttons is:

LP - Light Punch
MP - Medium Punch
HP - Hard Punch/Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Hard Kick/Heavy Kick

For normals, different notation is used alongside the button.

s. - Standing
c. - Crouching
j. - Jumping
eg s.MP c.MK c.HP j.MP j.HK j.236HP
-Robo-Fortune is designed to play like a Guilty Gear character, and plays very differently compared to most characters in Skullgirls. She also primarily plays as a trap based character, that zones the opponent, runs away from them and chips them until she can get a hit by getting the opponent to overextend, and then proceeds to do a lot of damage to them.
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She no longer does a lot of damage since her damage was nerfed. However her confirms are still plenty safe and provide good, solid frame trap based offense.

- Robo-Fortune plays primarily as a point character, since she has good keepaway tools and pretty good neutral, as well as the second character on a 3 person team because her assist (HP Beam) is a really good assist for space control that is really useful for many of the common point characters in the game, but she doesn't function as well without assists to help her so she's not as good an anchor.

- Robo-Fortune is average size, mid weight, because she's a robot and robots are decently heavy.

- Robo-Fortune is the only character in the game who has the ability to double jump cancel her air normals. This allows her to extend her combos similarly to air dash cancels but in a different way since your jump arc is changed somewhat differently.
These combos are not optimal but they are easy and universal.

Note: There are several different enders to Robo-Fortune combos. I will number these enders and describe what their usage is.
1. s.LP s.[MP] s.MK s.HP 236HP (H Danger) 236PP (Beam super)
Most damaging ender that Robo-Fortune has. Do note that from midscreen combos on some characters such as heavies (Big Band, Eliza, Double), Parasoul, etc you might not be super close to the opponent so cancelling the last hit of s.HP to 236HP will often not work on them, therefore cancel to 236HP in the middle of s.HP for consistency. Special note: For some DHC's such as Fenrir Drive, Beam super is really inconsistent on multiple characters, so do magnet super instead of beam super to your DHC.

2. s.LP s.[MP] s.MK s.HK c.HK 236PP (Beam super)
Midscreen ender, does not use OTG and gives you one free head. You lose some damage but a free head at the end is often worth it. Also this might make some DHC's such as Gregor Samson better since the opponent gets pushed fullscreen so DHC's that otherwise wouldn't work would work now.

3. s.LP s.[MP] s.MK s.HK c.HK c.HK 236KK_623KK (Magnet super)
Two free heads is pretty good! Also midscreen specific and is the least damaging midscreen ender that she has that spends a meter, but it gives you two free heads, which is incredibly useful. You cannot replace magnet super with beam super in this ender. This ender also requires OTG since you pick up from OTG with the magnet.
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Magnet also causes hard knockdown without OTG, which allows for some crossup shenanigans or running away while forcing them to block an assist.

4. s.LP s.[MP] s.MK s.HK Taunt
Least damaging midscreen ender but gives a safe taunt if you save your OTG. Taunt doubles the amount of missiles shot by 214HK.

5. s.LP s.[MP] s.MK s.HK c.HK 236KK_623KK (Magnet super)
Corner specific. Depending on character and positioning, the c.HK may or may not hit. If the c.HK does not hit, the magnet super requires OTG, but if c.HK hits, magnet super does not require OTG. However you can choose to not hit with the magnet super and that changes how the oki works. The details of the oki are in the oki section.

Choose what ender you want depending on the situation. I will note what enders work for what combos.

- Ground or air to ground super easy peasy combo

c.LK s.MP s.MK c.HP
j.LK j.MK j.HK (steer downwards)
s.[MP] s.MK c.HP
j.LP j.MK j.HK (steer downwards)
s.LK s.[MP]
ender 1, 2, 3, 4


Has no jump cancels so if you can't do jump cancels for whatever reason, you have this option, though I do suggest learning the main BnB on the side and making it your staple.

- Ground or air to ground main BnB confirm

c.LK s.MP s.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
ender 1, 2, 3, 4

Note: this works both midscreen and corner. Robo-Fortune does not get a lot of mileage off trying to optimise counter hit situations midscreen off this combo (nothing worthwhile comes out of a light counter hit, and off medium counter hits you can do s.LK s.[MP] before your ender string for not a lot of extra damage).

- Corner variant of ground or air to ground confirm (thanks Caio!)

c.LK s.MP s.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP c.HP
j.MP j.HK [9] j.236HP land
rejump j.LP j.HK
ender 1, 5

Note: you don't really need to learn this as a beginner, since it doesn't do a lot more damage than the midscreen variant, however it does allow for stronger counter hit optimisations. Off light counter hits you can do rejump j.LP j.HK j.236HP right before the ender instead, and off medium counter hits you can do that as well as c.MP s.MK c.HP for your string after your first launch combo.

- Actual beta corner combo

(//self note: Due to changes to air H Beam, combos that involve a lot of H Beams will be max damage, possibly including an H Danger OTG as well. Robo's midscreen damage is low so having a good corner combo would be useful.)

- Air to air confirm

There's several routes you can go with this depending on the different heights. This is just one and possibly simplest example depending on the height. If you're too far below the opponent you may have to use your assists to get a combo, or double jump cancel to get a combo, but then you'll be in IPS stage 3 and you won't be able to get the full BnB. If you do double jump, it's recommended to start your combo with c.MP due to IPS as well as it's much more consistent in a lot more situations.

Normal jump confirm:

j.LK (slight delay) j.MK
s.MP s.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
ender 1, 2, 3, 4

Super jump confirm:

sj.LK j.MK j.HK (steer slightly downwards)
s.MP s.HK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
ender 1, 2, 3, 4

- Ground throw

Throw 236KK_623KK (Magnet super) (note that in the corner you do not need to spend super but you do need to spend your OTG then)
s.MP s.MK c.HP (in the corner replace s.MP with c.MP, uses OTG)
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
ender 1, 2, 4

- Air throw midscreen

air throw djc land
mini dash c.MP s.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
ender 1, 2, 4 (taunt is unsafe)

Special note: on some characters who have skinny standing hitboxes like Parasoul, Squigly, Painwheel and Eliza to an extent, the first c.MP s.MK c.HP won't work consistently and/or easily, so I suggest doing c.MP c.MK c.HP on them instead.

- Air throw corner
In the corner you do not need to double jump cancel your air throw (ie you can do double jump combos into air throw resets without the fear of not getting anything from your air throw!), just land and combo (uses OTG)
c.MP s.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
ender 1, 5

- s.HK combo midscreen

s.HK c.HK c.HK 236KK_623KK (Magnet Super) (Magnet super uses OTG)
s.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
s.LK s.[MP]
ender 1, 2, 4 (taunt is unsafe)


- s.HK combo corner

s.HK 236KK_623KK (Magnet Super)
(walk back depending on timing of super)s.MP s.MK c.HP
j.MP j.HK [9] djc j.LP j.HK
s.LK s.[MP]
ender 1, 5


- Optimised det mode punish combo midscreen

nj.LP j.MK j.HP
dash s.LP s.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MK c.HP
j.MP delay j.HK (hold 9 for a bit then steer down)
s.[MP] s.HP 236HK (explosion happens at the end of it)
ender 1, 2, 3, 4

Note: There may be corner variants that do more damage but this is pretty easy. The second restand after the j.HK steer down is a little tricky especially on lightweight characters.


- Det mode confirm (ie doing a combo into det mode activation)
// have to find a combo for this that doesn't suck, leaves Robo right about to explode, and tags in another character

Main starters that involve this are s.HK to level 3 and ground throw to level 3. Both are slightly different since s.HK xx det mode will cause the combo to be in IPS 3 whereas with ground throw xx det mode you get an IPS 2 starter, so different combos would be optimal.

//Self-notes for det mode combo theory: s.HK c.HK run up OTG works, air/ground L/M beams cause knockdowns that may allow for OTG stuff in the corner or midscreen?

- Main IPS stage 3 combo

c.MP/s.MK c.HP
j.HP djc j.MK link j.LK
s.LK c.MP c.HP
j.MP j.HK
ender 1,2,3,4

Useful for several situations such as if the opponent gets hit by a mine during its startup, hitting with a det mode explosion, hitting with a DHC to magnet super, etc
Note that for consistency, if you hit an aerial opponent with this combo, start it with an s.MK to ground them instead so the launch string becomes easier, but if you got an OTG situation then it's best to start with c.MP. There's no damage difference since s.MK and c.MP do the same damage. Also on light characters, c.HP to j.HP is pretty tricky; you have to delay the j.HP slightly.

// post a YouTube video!

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The combos still work, but they do a whole lot less damage now than they used to. //Self note: need to redo the videos when Robo comes to retail.
- After a restand you can drop your combo for a low (c.LK), throw or overhead (s.HK) mixup. Simple and effective.

- At the end of your combo or if you used up j.MP, you can mix up between c.HP, delay jump air throw and c.HP double jump j.MP for a burst bait. Thanks CaioLugon!

- In the corner if you get an s.[MP] as an aerial hit, you can slide under light weight characters with c.MK. Add an assist to it to make this mixup safe. Delay the c.MK or cancel it with a special to stay on the same side. Also if the opponent is high enough, you can often go under them right away with s.MP or walk back slightly to stay on the same side.

- On lightweight characters, you can do s.MK c.HP delay j.LP j.HK and hold either 2 or 3 to mix up what side you end up on, and choose to do a low or high mixup when you land.

- On all characters you can do s.MK c.HP j.LP j.LK j.MK j.HK for a left right mixup in the air. On heavier characters you should delay the j.LP slightly to be able to cross under. Thanks mcpeanuts!
- Robo-Fortune has the fastest forward run in the game that also has a low profile property, as well as a really fast backdash. The forward dash allows Robo-Fortune to be able to run under opponents in quite a lot of situations such as everyone super jumping or even normal jumping towards you.

- Robo-Fortune sports several tools that allow her to modify her air trajectory:

j.HK allows Robo-Fortune to modify her jump arc to a decent extent. she can accentuate her upward momentum on the way up as well as decrease her downward momentum on the way down by holding up while executing the move.

j.HP causes RF to bounce in the upback direction (7), which can allow her to modify her air trajectory when coming down from a back jump, as well as change her aerial trajectory on neutral and forward jumps.

Air beams stall RF's momentum in the air.
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With being able to do another beam if you jumped, did a beam, then double jumped, this allows Robo to stay in the air for longer.

All these air options combined make Robo one of the best characters at dealing with being at super jump height and coming down safely. Most characters do not have many varied options that deal with that situation very well but Robo can get down safely better than others by utilising all these options and making the opponent wonder when the Robo player is coming down.
- s.LP: Fastest normal, has decent range. Can be done twice. c.LP hits more upwards so s.LP is your main normal if you want to poke out of different situations.

- s.LK: Decent OTG tool and ok anti IAD tool for under midscreen.

- s.MP: Fast medium. Good to punish stuff with. Decent anti IAD button. Hold button to make sparks appear that will pull the opponent in when they hit (effect is bigger on aerial hits). The sparks are +10 on hit so you can link lights off it.

- s.MK: Much slower medium. On air hits it will pull the opponent down so combos to c.HP, s.HP and s.HK are consistent. +10 on hit so can link into lights off it.[code

- s.HP: Has one hit of armour. Robo-Fortune's only reversal. It's a normal so you can call assists with it. One of the only attacks that will combo to Beam Super.
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It became 2f faster and now actually breaks all light->medium strings if they were not done meaty. If it trades then you can link anything and it'll still be a stage 2 confirm (plus you get +100 undizzy).

- s.HK: Akin to Guilty Gear dust attack. Overhead, punishable on block, full screen on hit midscreen. Can be cancelled only to c.HK and supers on hit.

- c.LP: Upward hitting light, decent anti air for when the opponent is above you. Can OS this to s.MK (input c.LP s.MK) if you expect to anti air with it so you can hit confirm off it into c.HP reliably.
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Now is a better anti air so it'll even beat stuff like BB j.LK if timed right.

- c.LK: Fastest low. Has a lot of hitstun so one hit confirm to s.MP and links to s.LP are possible.

- c.MP: Low to complement c.LK. Has a very disjointed hitbox. Negative on block so not ideal for hit confirms, but prevents people from upbacking in between your chains.

- c.MK: Slide. This move is classified as a sweep so it gives a techable knockdown and cuts through armour, but can be combo'd out of (c.MK c.HP works, as an example). Very difficult to space it so it is safe, but can be made safe in conjunction with assists, making it a good poke vs armoured approaches.
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c.MK c.HP is now possible at every range c.MK hits at.

- c.HP: Standard launcher. Jump cancelable on hit. If you were wondering, the animation is a reference to Doom's c.HP in Marvel 2.

- c.HK: Pops out a head that can be used for 214K attacks. Note that the head going up does have a hitbox and can function as an anti air as someone is about to cross you up. Can only have three heads summoned around you at once, calling more heads will cause the oldest head to vanish. c.HK can only be canceled to supers on hit, block or whiff, not special canceled. c.HK is Robo-Fortune's main resource that she uses during the match for specials that allow her to control space as well as do some cool combos and setups. Doing c.HK from anywhere within half screen is incredibly dangerous since it has a long recovery period and everyone can dash at or slightly later than you doing c.HK and guarantee punishes (unless you have det mode to save yourself). There are two main ways to use c.HK safely:
1) From outside 3/4ths screen away where many characters don't have a punish (barring fullscreen supers as well as long range assists). This can also be helped by using assists to save yourself as you do c.HK (remember that c.HK is a normal and you can call assists at any part of a normal's animation).
2) During combos using either s.HK, c.MK, or assists. This use is somewhat similar to Jam's cards in Guilty Gear where you try to find hits that gets you the resources you need.
Use http://skullheart.com/index.php?threads/how-to-get-head-from-xx-xx-xx-xx-xx.7318/ to get more information on how to get heads.

- j.LP: Fast downward normal. Great for fuzzy guards and neutral jump LP is an instant overhead on Big Band, Cerebella, Beowulf and Eliza.
This is very difficult to do consistently if you are new to fighting games, but you can use it as an instant overhead on every character if you do it after an instant double jump, the input for which would be 8/9,8,LP, where you tap up or upforward into another up for a double jump really quickly. This is not very easy but if you can do it, it provides Robo-Fortune with a really strong and unseeable overhead.

- j.LK: Extremely fast upward air normal that is really good at air to air encounters at the right spacings and timings. Chain to j.MP to continue combos at most heights.

- j.MP: This is a weird normal. When you would look at its hitbox you would think that this is a useless normal that can be anti aired very easily, however this normal has a tendency to what I call "cheat", where even though it looks terrible, due to its speed and the situations you would use it in (in scrambles as well as coming down from a sj.HK[9] height, it becomes somewhat difficult to anti air without an invincible anti air (assist). It has 6 hits so it also cuts through armour very well. You can fastfall any of the hits with j.MK or j.HK so you land earlier and mess up the opponent's pushblock. Remember that since this is a jump in, it will be advantageous on block even when pushblocked and attempted to PBGC, so if they pushblock early expecting you to push you away when you do a few hits, you'll still be advantageous on block and up close, whereas if they try to pushblock late and you fastfall super quickly, you might get them to do a normal or a backdash, which you can attempt to catch and punish. A nuanced normal.

- j.MK: Technically best jump in as far as hitboxes and speed goes. It has a crossup hitbox so it has uses in that aspect. It is a very weird normal and Robo-Fortune's jump arc is very weird, so on certain characters, you will sometimes get situations where you do a jump in with j.MK, hit them on one side and then land on the other (such as landing j.MK crossup but then landing on the same side, or getting j.MK to hit same side but then landing on the other). It is also very fast so it has uses as an air to air normal, especially if your opponent is in regular jump height and you are in super jump height. Use j.HK to convert in such situations.

- j.HP: Similar to Magneto's magnetic blast from Marvel vs Capcom series, except it doesn't go all the way down to the ground and causes you to bounce in the upback direction (7) while the projectile is thrown so it is useful to stall your air momentum and cover your landing. It also allows you to stay in the air to assess the situation - j.HP xx j.236LP covers the ground as well as low jump heights (vs Filia or Bella) while j.HP xx j.236MP or j.236HP usually clips higher jump characters jumping above when you are at midrange away from them. This move is classified as a projectile so on counter hit it causes +50 undizzy and causes bursts off it to be safe. It is also jump cancelable when the projectile makes contact so it is very useful to buffer a jump cancel when you do this and use the blockstun of the projectile to either advance or retreat safely using it. This makes it very safe against typical anti Robo strategies of, "Dash block and call DP assist," since the projectile will make contact with the point character and you'll be able to cancel to your double jump and block the DP assist. If they block j.HP and you jump cancel it, you can use j.HK glide to get either on the left or the right side depending on how you glide.

- j.HK: Robo-Fortune's main aerial mobility tool. It allows you to change your aerial momentum. On the way up from a normal jump, you can hold an upward direction and HK to fly as high as most characters' super jumps (and still call assists since you did a normal jump). On the way down you can hold up and HK to stall your downward momentum. During a doublejump, you cannot fly upwards, only maintain your current jump height. There's also holding other directions to make your momentum in a certain direction more or less depending on your jump direction.
Using sj.HK[9] is very useful to escape corners and is a very strong tool to get above the opponent to stall time and evade bad situations. j.HK's hitbox hurtbox ratio is not very good so be careful in using it as such.
You can also use j.HK float to land either on the left or the right side of the opponent. This can be made very difficult to block in conjunction with assists.

- Ground throw: One of the lower range ground throws in the game. Midscreen you need a super or an assist to convert off it, but in the corner you can use your OTG to combo off it (c.MP is recommended since it's a damaging medium that chains to s.MK so the opponent restands and combo to launcher is consistent).

- Air throw: One of the better air throws in the game with an above average hitbox vs hurtbox ratio. Doublejump cancel and spend OTG to convert off it midscreen, while in the corner you can just land and spend your OTG to combo off it.
- Laser Beam (236P):
L and M versions are similar to Sagat's Tiger Shots from Street Fighter, as there's a version that hits low and a version that hits high (they don't actually hit low or high; both hit mid, but the trajectory is low or high). The low version stays active on the screen for longer, however outside of that, both L and M lasers have the exact same startup and recovery. Good harassment tool from midscreen and further, however do note that it is negative on hit. Also do note that since beams are full screen hitboxes, they are very good at sniping other assists and protecting your own assist by putting a hitbox around them as they're recovering or if someone's about to poke them out.
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They do a fair bit more chip and damage now and are now one long hitbox that hits everything (so it beats Parasoul M Soldier - actually not sure due to M Soldier change?). They also recover much quicker than they used to, making them safe blockstring enders (?).

H version is multihit and is an excellent assist, but on point it is a decent commitment and in matchups where characters have high aerial mobility (Valentine, Painwheel) H Laser has huge risk for minimal reward.

- Aerial Laser Beam (air 236P):
Air L Laser is a downward beam and is a decent poke if the opponent is below Robo-Fortune. Does not lead to a lot of damage but if you combine this with assists such as Big Band's L Beat Extend you might be able to convert random L Laser hits for a lot of damage. Combined with j.HP it's also exceptional at covering the ground and low jump trajectories.

Air M Laser hits horizontally and are a good air to air tool from far. Also can be combined with some assists to get combos off it. TK Air M Laser is useful as a quick anti jump option after people get hit by a grounded laser from 3/4'th screen and beyond.

Air H Laser can be used as a combo tool in the corner and stalling in the air for longer, while also staying active for longer with multiple hits. Also can be used as a good combo tool.

j.HP canceled to M and H Air Laser can sometimes clips higher jump characters jumping above you if you are a few character lengths away.

Also do note that since beams are full screen hitboxes, they are very good at sniping other assists and protecting your own assist by putting a hitbox around them as they're recovering or if someone's about to poke them out.
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Being granted another beam after using one and then double jumping allows you to zone better with beams.

Beams in general, both air and ground, are not primarily zoning tools by themselves, but should be rather thought of as pokes, harassment tools and even anti zoning in some situations.

- Danger! (236K_623K): The move can be done with either 236 or 623 input.

L version is a close range anti air with no upper body hurtbox, similar in theory to a Guilty Gear 6P anti air, but not as useful in this game due to not really reaching far out in front of her like some 6P's in Guilty Gear do. Useful against normals that c.LP has a tough time anti-airing, such as Fukua j.HK, Big Band early j.LK, Parasoul early j.HP, Valentine j.HP and so on. However it's possible to bait this out if they just jump and land or double jump to stay in the air and then they come down to punish it, so use at your own risk. Needs meter or an assist to convert off it, or you can summon one head for free instead.
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It's now more akin to Slayer 6P in Guilty Gear as opposed to a normal 6P, as it is now invincible past the knees instead of past the waist like it used to be. It also vacuums in the opponent and knocks the opponent farther now, which allows you to start zoning better. It gives a safe head call on hit too.

M version restands, sucks them in for the duration of the move, and leaves you at +4 on hit but then pushes them back out. Robo-Fortune's other reversal tool as it is throw invincible. Not particularly useful as a reversal, but as a combo tool it can be used with an assist to extend combos and do lots of damage.

H version is a standard combo ender, or extender in the corner with OTG, that can be cancelled into only from the hits of s.HP and adds a lot of damage at the end of a combo.

All hits of all versions of Danger cancel into Beam super.

- Headrone (214K): Headrone attacks use the heads summoned from c.HK. Different versions of Headrone have different startup and recovery, with L version starting and recovering the fastest and H version starting and recovering the slowest.
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Heads are activated faster (6th frame instead of 14th frame), respond to activation call faster (10f faster) and begin doing the thing they are supposed to faster (3f faster), so in general they are more responsive than they used to be. The activation calls also recover slightly faster.

L version turns a head into a fireball, which you have the ability to follow in with your fast dash. The fireball does not go away if you get hit, which allows it to be used somewhat like a pseudo dragon punch (in some situations it is better than M Headrone since the projectile comes out from behind Robo-Fortune as opposed to with M Headrone where the mine hits in front of her), but it also does not have very good tracking ability and it is possible to jump over it after it has been called. Useful as a way to try to force your way in with a projectile backing you up, a decently fast moving fireball from far away, or if someone's jumping in at you, to hit them with the fireball to try and break their combo.
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You can no longer safely throw the opponent after putting out a RAM and running after it, as RF run slightly slower now and RAM now causes a lot less blockstun.

M version summons a mine that lasts on the screen for 9 seconds and then explodes. The explosion causes a blue knockdown, which means it can be teched. The mine cuts through armour, but goes away if Robo-Fortune gets hit. While M version of Headrone is executed, if Robo-Fortune gets hit, the mine still drops and hits the opponent out of their attack, making it a pseudo dragon punch style attack that can be used to defend yourself if you expect people to attack you. Mines don't count towards your head count so you can summon 3 heads while having 3 mines out on the screen at the same time. Do note that if mine hits during the startup of 214MK, the combo that starts is at IPS stage 3 and they fall away from you, while if they just run into a mine on the ground they're at IPS stage 1 and will fall towards you.
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Mine also got buffed significantly. Firstly, when you lay a mine down, if the opponent approaches it, it activates faster (may be a buff/nerf? Mine activating late was useful as it allowed you to do reversal safe oki the opponent had to respect, but it cuts out armour faster). Secondly, mine activation is now faster, and mine explodes immediately if Robo-Fortune was in hitstun during activation, so if you trade with the opponent during your activation, it allows Robo-Fortune to turn that trade into a combo for her. However a combo started with mine explosion is now scaled to 50%, so followups do little damage.

H version uses the head to summon projectiles that fire up into the sky then fall down onto the ground. The H version releases different number of heads depending on how many heads you have summoned. If you have one head, you get three missiles. If you have two heads, you get six missiles. If you have three heads, you get nine missiles and the missiles track up until they start coming down. As far as tracking goes, according to MikeZ, "With 1 head, they come down where the enemy was when they were launched; with 2 heads, they come down where the enemy was when they leave the top of the stage; with 3 heads, they come down where the enemy was when they are about to re-enter the screen. tl;dr More heads = better tracking." H version of Headrone is very useful as a zoning tool with two or three heads out, since they have better tracking, and can be used as a way to force the opponent to move out of the spot you've pinned down with the missiles. The number of missiles summoned by the heads for H Headrone can be doubled if you have stored a taunt beforehand.
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Probably the most improved move out of all of RF's moves? 1 head now gives 4 missiles, 2 heads now give 8 missiles, 3 heads now give 12 missiles. It has way more hitstun now so the opponent now can't punish you for hitting missiles. It also got buffed as assist but that's in the assist section. However level 2 and level 3 missiles have more recovery on them, so level 3 missiles is still too expensive for the reward it provides. Level 2 missiles is generally the most useful one, but even so should be activated during a combo or using an assist call and forcing the opponent to recover as the missiles would be coming down, instead of doing them raw in neutral.

Headrone attacks can be set as assists, and if Robo-Fortune does not have the heads she needs to perform those attacks, she will perform c.HK and then leave. Do note that for H Headrone Robo-Fortune will gather three heads before performing H Headrone.
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Untrue for missiles now, she'll get three heads in one assist call (albeit waiting a while during them, need to put another one in the launching area I suppose.

- "Really Talks!" (Taunt, HP, LK, 4, LP, LP): The longest taunt in the game. After activation it doubles the number of missiles summoned by the heads for H Headrone. s.HK xx Taunt midscreen with OTG is slightly negative so if you want a setup for a safe taunt there's an option for you

- Tag (MP+MK or HP+HK): Robo-Fortune bursts from where the point character was and is invincible, causing an explosion that is very punishable but also leads to combos both midscreen and in the corner. Like all tags, this is slow and can be easily baited and punished heavily, but unlike most tags, this pops up where the point character is, so if Robo-Fortune is second on your team and you were able to create space from the opponent, you can tag to Robo-Fortune and still be far away, though if an opponent was ready for it they can run in and punish you. A very useful part of this tag is its ability to give and extend combos, since it launches the opponent into the air when it hits. Midscreen you can use (OTG?) magnet super and in the corner you can just OTG with your light attacks. If you have saved your OTG in the corner and have ways to tag to Robo-Fortune (that usually include special launch states like Filia c.HP vs airborne opponents), you can extend combos and do more damage, especially if your point character is someone with bad level 1's for damage, such as Parasoul. One of the more useful tags for its ability to extend combos.
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Tags to Robo-Fortune don't end up doing a lot of damage, so it's not that useful anymore - only do this if you really want to bring Robo-Fortune in.

- Snapback (236MP+MK or 236HP+HK): Robo-Fortune turns her tail into a sword and cuts the opponent, launching them out of the screen and causing their team mate to enter the match. Robo-Fortune's snapback is one of the bigger snapbacks in terms of sheer hitbox, which is incredibly useful vs Eliza's Sekhmet. It also has above average range and reaches very far high, allowing Robo-Fortune to tack on a snapback at the end of almost any hit, which is also very useful for happy birthday combos (where you have caught the point and an assist at the same time). Also, because Robo-Fortune has such a fast run, she's one of the only characters to hit the opponent with a snapback midscreen and still run under the incoming character for a cross up attempt, which is incredibly rare and very useful if you don't have the undizzy to reach the corner but still want to get a mixup on an incoming character.
- Catastrophe Cannon (ie Beam super)(236PP): Does a lot of hits and is the main reason Robo-Fortune does a lot of damage (since at the end of a long combo all the little hits add up to do a lot of damage).
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Although Robo now doesn't do a lot of damage :x
Unlike Peacock's Argus Agony, Robo-Fortune's super is unblockable post flash (as in, it has hitstop) and knocks down on hit (compared to Argus Agony restanding on hit). There are three versions of the beam super depending on the meter, and the difference between them is the meter they use and the damage they do, with level 1 being the least damaging and level 5 being the most damaging. Level 1 is regular version; Level 3 can be selected by holding a punch button if you have 3 bars (if you have 5 bars and you want level 3, you need to not be holding HP); Level 5 can be selected by holding HP if you have 5 bars. Since it is post flash unblockable and it has a full screen hitbox it can be used in neutral situations as a random throw it out super, and depending on the characters you have in the back it can lead to potentially big damage, but it is very slow to start up, on block it is highly negative (unless you have a DHC to make it safe) and most characters will be able to punish you with a full combo if you do it too close. Your mileage may vary. Do note that compared to Magnet super, this super has better recovery when it kills the opponent, so if you want to DHC such that the DHC kills and the character you want to tag back in will have better recovery, you should use beam super over magnet super.

- Magnetic Trap (ie Magnet super)(236KK_623KK): Costs 1 bar. Can be executed using either 236 or 623 input. Magnet super allows Robo-Fortune to get any hit from a variety of situations such as weird assist hits, s.HK, L and H Danger, and anything else where running in and getting a combo might be difficult/impossible and be able to convert it to a full combo by pulling the opponent towards you. Hold a kick button to keep the magnet active and pulling the opponent's character in, and let it go to grab opponents with the magnet, which leads to a techable knockdown and some damage. Depending on your team, beam super might be difficult to DHC out of, so magnet super might be the better choice for you to end your combos if you want to DHC out. Magnet can also be used as a DHC to either whiff a super from far and get Robo in 'safely' (it has 36 frames of recovery excluding the super flash so it's easy to get a reaction punish if the opponent has one), or to turn supers that otherwise doesn't lead to full combos (such as Big Band Super Sonic Jazz) into full combos. Also at the end of combos, magnet super does less damage than beam super but magnet super is one hit so it gives the opponent less meter and you are able to create mixups off the hit. Do note that magnet super when done in the corner does not fully put the opponent in the corner, so if they decide to not tech roll off the magnet bounce, you can go for a cross up attempt.
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Magnet knockdown is now untechable but it doesn't put the opponent right outside the corner anymore, so you can't cross someone up in the corner using the magnet knockdown. However it is now fully invincible at the start, so Magnet->DHC is an effective PBGC punish tool that Robo-Fortune has. Depending on team construction it may or may not be good on your team.

- Systematic Circuit Breaker (ie Det Mode)(214PP): Costs 3 bars. It is an install super, lasts for 10 seconds, is fully invincible, useful as a safe DHC from any super and has no recovery, so it can also be used as a way to freeze time and see what the opponent was doing and punish it. When det mode is activated, Robo-Fortune's movement speed is increased by 20%, her L and M versions of air and ground beams knock down and can be combo'd into beam and magnet super, c.HK recovery is decreased, but her meter gain is limited. At the end of Det Mode you will explode, which does a lot of damage on hit, allows you to continue your combo afterwards and a lot of chip on block. On whiff it is heavily punishable since when she falls down it's considered a counter hit. On block every character in the game except for Robo-Fortune can punish the explosion by use of pushblock guard cancel if they have one meter, and some can punish without using meter. You can tag out after activating det mode and she will not explode if you call her as an assist. Install time passes at half the rate when you call her as an assist and does not pass when she is not active on the screen. She will explode if the install has run out if she is in neutral, attacking, hitstun, blockstun, being hit by the enemy after being released from being thrown, or is incoming (this also includes alpha counters). The main uses of det mode include using it as a safe DHC (since on activation it has zero recovery), using it as a pseudo reversal (since the activation is fully invincible and again, has zero recovery), and using it to set up extremely good alpha counter situations using the explosion, since the explosion has 0f startup and will punish even safejumps if you time it right, since safejumps still have landing recovery, which gets punished by the alpha counter. Do note that if you get opened up after det mode activation you will most likely die because they can often do a full combo or close to it depending on how late they opened you up, you will explode at the end of the combo and will land to die to a heavy counter hit.) and a way to punish other characters from doing full screen supers to punish you for zoning (since it has no recovery on activation). An example of an optimised det mode punish combo is in the combo section.
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Det mode got buffed significantly. First, the activation of det mode is now invincible for 12 frames if you leave the controller at neutral, a la Makoto's Tanden Renki from 3rd Strike. Second, L and M beams in det mode now cause sliding knockdown, which is useful since you can turn stray hits from neutral into okizeme from full screen. Third, the explosion and the conditions for it got buffed significantly - the explosion now cannot be PBGC'd in the middle, if you explode in the middle of a combo you do not instantly reset IPS and undizzy (the opponent can't do full combo, explosion whiffs, another full combo), you will never explode on incoming since snapping Robo-Fortune in will automatically put the det mode timer at 40%, and tagging to or alpha countering Robo-Fortune in will automatically make her explode so you can combo into the explosion at any point you want. Alpha countering Robo-Fortune in while she is in det mode makes her explode 7f after she is alpha countered in (does this still let you punish safejumps?). If you combo into Magnet super during det mode you are guaranteed to explode right as the knockdown ends.
- Corner combo ender 5 - s.LP s.[MP], s.MK s.HK c.HK

Depending on the opponent's character and your positioning, the c.HK may or may not hit. If c.HK does not hit and you have your OTG preserved, you have advantage over the opponent as they tech roll left or right and you get to mix them up, but if c.HK hits, you are at + frames and can attempt an air throw vs counter hit mixup.

- Ending with magnet super

Magnet super causes a blue knockdown, from which they can tech roll, but you have enough frame advantage to chase them as they tech roll. Midscreen you can dash back or hold back depending on the character and get a left right as they tech roll towards you (you end up on either the left side or the right side depending on your timing) and if they tech away from you you gain space and you're at an advantage so it's good either way. If they don't tech you still get to maintain advantage so it's great for you.
In the corner the same mixup applies but they can't tech away from you so you still get to mix them up. You can also use a mine in the corner to maintain advantage if you used up OTG before. Magnet super doesn't put them fully in the corner so you can also cross up after it if they don't tech.
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None of this is valid anymore, since Magnet now causes an untechable knockdown but you can't cross the opponent up in the corner anymore. However you can still make the opponent wake up into the mine, which provides you essentially a reversal safe meaty setup.

- j.MP and fuzzy overhead

j.MP is a really strong mixup tool that is useful if you ever land a knockdown on the opponent that they don't want to tech. When an opponent blocks any hit of j.MP, the rest of the hits turn into mids and can be blocked crouching, which is obviously not a good mixup. However, Robo Fortune's j.LP is a downward hitting normal that is very useful as a fuzzy overhead. j.MP[1] dj.LPMP is a really good mixup between j.MP[1]c.LK that is difficult to avoid if they don't pushblock the j.MP[1]. If they start pushblocking the j.MP[1], which is difficult to do by reaction, you can either not cancel j.MP at all (since any hit from the point character that makes contact during pushblock animation causes them to not get pushed away) and land with advantage, or do an empty jump low (such as c.LK or c.MP) to catch them trying to react to j.MP so they can pushblock it. By mixing up how many hits of j.MP you do as well as whether you do it or not, you create a really strong mixup that is difficult to avoid based on reactions alone.
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This is also not valid anymore, since double jump cancelled normals are not overheads anymore. However you can still bait pushblocks by j.MP(1)fastfall due to its low hitstop and blockstun, but there's no reason for the opponent to block high after they block an air normal. You can still do j.MP dj 8/9 j.MP for same side vs crossup, however that mixup is far less safe and far less difficult to react to/beat.
//Combo specifics
//Matchup specifics - fenster notes - Can be zoned well usually with Ground M Beam and minor use of L laser to cover slides, struggles against jHP + Air L laser
//Combo specifics
//Matchup specifics
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//Matchup specifics- fenster notes - Can be zoned well with Ground M beam and occasional air M or H laser, Parasoul has to commit to a super jump to get through zoning so use of dash for spacing is usually really good
//Combo specifics
//Matchup specifics - fenster notes - Zoning mostly not very effective, need to commit to both Air M lasers and ground L lasers to catch Fortunes ground dash and tiny jump hurtboxes. Mines pretty okay at maintaining position. SHP very useless with fortunes numerous armor blow-up options
//Combo specifics
//Matchup specifics - fenster notes - Hard to zone. When up close, rising jHK can work well to catch a PW trying to fly away defensivley. Air M laser is prefered to zone with due to low recovery, air H laser only when PW is on her way down in altitude to land or do an attack at a distance but always be wary since PW can easily fly over any H laser and jMP for free. Mines are very useless but Kamikazii heads are suprrisingly effective and forcing PW to block instead of fly
//Combo specifics
//Matchup specifics - fenster notes - Zoning not reccomended much at all.
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//Matchup specifics - fenster notes - Safest way to zone is to use jump Air H laser form far distances, ideally waiting until BB either whiffs a rush punch or a train or when he is descending on his way down from a sj/dj, and dashing under to maintain fullscreen distance is very key since BB has very good corner pressure against robo once he gets there.
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If Big Band parries H Laser, he moves forward during parry at an alarming speed, so mindless air H Beam is not recommended anymore, however, if you can force him to parry air H Laser in conjunction with an assist, you can force him in a state where he has to continue parrying (as he cannot block during parry, especially during moves with low hitstop between the hits of a multi hitting lockdown assist), you can mix him up with c.LK which is a low parry and s.LP which is a high parry, also of course baiting one of his many reversal options that he can do during said parry).[/spoiler][spoiler=Fukua]
//Combo specifics
//Matchup specifics[/spoiler][spoiler=Eliza]
//Combo specifics
//Matchup specifics[/spoiler][spoiler=Beowulf]
//Combo specifics
//Matchup specifics - fenster notes - Can be zoned fairly well once on the ground with good use of Ground M beam to cover his normal jump due to his larger size[/spoiler][spoiler=Robo-Fortune]
//Combo specifics
//Matchup specifics - fenster notes - If opponent is hitting you with a lot of Lasers, you can use sHP to absorb non-H lasers and retaliate.[/spoiler][/spoiler][spoiler=Team building]Team Positions:

- Point
This a pretty good position for Robo-Fortune centric teams, ie teams that want to play Robo-Fortune with her zoning capabilities maximised. Robo-Fortune's meter build is nowhere near good as Peacock, the other zoner of the game, but her fast movement and ability to go really high up and still have access to assists might frustrate some players. This position also allows Robo-Fortune to have access to the easiest situations to gain heads using assists and other knockdowns, which may be difficult if she's coming in second or third and potentially face a lot of pressure that she may not even be able to get out of.

- Second
This is also a pretty good position for Robo-Fortune because now she can provide her amazing assists to the point character, namely H Beam, which is an extremely good space control tool that can punish a lot of assists. A disadvantage of this position is that if the point character dies, Robo-Fortune is in a lot of trouble on incoming with her not having very scary reversals, but if you have a DP assist in the back (eg with Big Band) you can still defend yourself somewhat. Robo-Fortune does have a safe DHC, namely in det mode, but it costs 3 meters and so might be difficult to build the bar up for. However, magnet super can also be used as a ghetto safe dhc - it may not actually be safe but not a lot of players might have experience punishing it. Magnet definitely helps you turn pretty much all supers into full combos via DHC so for characters who have weak reversals in that regard such as Valentine, having Magnet super DHC is extremely useful.

- Anchor
Robo-Fortune's worst position. In this scenario she will not have access to assists to defend herself, and on incoming she will be a sitting duck. Robo-Fortune does however have really good meter dump capabilities (ie using level 3 beam super or level 5 beam super at the end of combos to do a lot of damage), but getting the hit may be difficult, especially if the opponent doesn't let her out for free on incoming. Her assist is still useful here but the downsides of her struggling really badly on defense outweigh the other advantages this position might provide.

Assist choice:

- Assists RF likes
Fenster, a good Robo-Fortune player says
[QUOTE="fenster, member: 5031"]a good assist choice for Robo is one that controls horizontal space decently and preferably lets her convert off ground throw meterlessly. IMO, her being able to dash in and throw opponents is very crucial at higher level play to break up the opponent's attempt to block zoning, and being able to do it meterlessly obviously completes this to really hurt the opponent if you guess right.[/quote]

Examples of assists that let her do this are:
Filia H Hairball
Big Band L Extend (not necessarily very good at controlling horizontal space, but lets Robo-Fortune combo from ground throws without spending meter, and also lets Robo-Fortune convert off a lot of stray hits such as ground and air beams)
Eliza Butcher's Blade

(need to add more here. Send suggestions please!)


- Assists she provides
Robo-Fortune has some excellent assists to provide:

236HP aka H Beam
This is one of the best assists in the game, period. It's a full screen set of projectile hitboxes that do pretty ok chip and last for a long time, so they will stop all assists who are coming down during the time that this is active. It forces the opponent to move out of its way by jumping or crouching, or have to deal with the chip and with the mixup that you can do as they recover from the beam's blockstun, both of which are really good for you because you can use both situations to your advantage and advance forward. Almost all characters use this really well to go in, and it can also be used for mixups to keep the opponent in place as you move around (an excellent example of this is Filia c.MP call RF slide left right, which is ambiguous as all hell).

214MK aka Mine
Requires one head. If Robo-Fortune does not have a head summoned, she will pop out a head and then go back. If she has one, however, she will drop it as a mine and then disappear. This is pretty useful as a combo breaker, because the mine only goes away if Robo gets hit, and since she is not the point character, hitting the point character will not get rid of the mine. Really useful for pressure and setups, especially in the corner.
Do note that if mine hits during the startup of 214MK, the combo that starts is at IPS stage 3 and they fall away from you, while if they just run into a mine on the ground they're at IPS stage 1 and will fall towards you.

s.HP aka and 236HK aka H Danger
These are useful assists for lockdown and certain conversions. s.HP has one hit of armour so it can be useful as a pseudo DP assist and keeps them standing, while the H Danger assist is really useful for chip as it does a lot of chip damage but knocks them down so you may require OTG to convert off it in some situations. Not much else to say about them, they're pretty easy to understand assists.

214HK aka HIDDEN MISSILES
Only writing this because some people may have questions about the usefulness of this assist. It is nowhere near as good as the UMVC3 Doctor Doom's Hidden Missiles. It requires three heads (and no there's no version of it that can be done with just one or two heads), so you have to call this assist three times in a row before you will get the missiles. When you do get all the heads, the assist is very useful because of its vertical coverage and ability to break combos, but you have a lot more 'cooldown' on it because it requires three heads, hence it is not particularly practical. It may have some uses if your Robo-Fortune assist is in det mode as her head summons are sped up during det mode, so the cooldown on it is much less, however a Robo-Fortune in det mode as an assist is incredibly risky as she will explode as she comes in and will more than likely die from the counter hit combo she gets.[code]This is WAY better in the beta. For starters, you no longer need to use three assist calls to be able to use missiles once - calling it once will make her call out the heads (which do not have hitboxes on the way up, sadly) and wait a bit in the middle (increasing the amount of time she stays out building up the heads needed for missiles assist), then go back, and the next time you call Robo-Fortune, she will call the missiles, and stay till they hit (lore reason being that she wants to make sure that they hit the target I suppose, but in actuality it's so that you can't call Robo-Fortune to build heads during the blockstun of missiles.) However, missiles as a move were buffed significantly due to the higher hitstun, more missiles produced, and that they pull the opponent down when they hit so converting off missiles hitting in the air is much easier. Also since it makes Robo-Fortune pop three heads before she does missiles, if you had built heads before you bring Robo-Fortune in (willingly or otherwise) Robo-Fortune will come in with three heads, which is really good.

This is still WIP and I'm not the best Robo-Fortune player ever so please correct any misinformation. PM me on SH or post in the general discussion thread (and tag me please, that'd be super helpful).
 
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