Skullgirls: Robo-Fortune



SkullgirlsSkullgirls robo fortune story

  1. Skullgirls: Robo-Fortune Jul 7, 2015 Robo-Fortune has been activated! Robo-Fortune is Ms. Fortune's mechanical simulacrum, created by Lab 0 to destroy the Skullgirl.
  2. HEADRONES deal 100% bonus damage while Robo-Fortune is far away from the opponent. Gain INVINCIBLE for 5 seconds when HIT while far away from the opponent. Covered her with BScreen a bit. Can be used to cheese a few powerful distant BBs and gain meter.
  3. Robo-Fortune is a likeness of Nadia Fortune in both persona and appearance. Her head and other body parts are cross-taped together where they can be removed for fighting (and for easy pack-up and travel). Basically, she is Ms. Fortune if she were robotized.

Every 30 seconds while Robo-Fortune is alive, she gains 3/4/5 stacks of PRECISION and 3/4/5 stacks of ENRAGE for 5 seconds. Her teammates also gain 1 stack of BLESSING and BARRIER. Signature Ability 2 50/75/100% chance for DASH ATTACKS to be UNBLOCKABLE while benefiting from ENRAGE.

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< Skullgirls‎ | Robo-Fortune

Strategy

Robo-Fortune's goals

  • Use her amazing mobility and beams to keep opponents away
  • Build heads during zoning for later use
Robo-Fortune

Skullgirls Robo Fortune

Robo Fortune has amazing mobility, strong zoning, amazing assists and very strong assist punishes but has lackluster offense and the worst defense in the game. She excels at running away from the opponent and frustrating them to no end

The key to Robo-Fortune's gameplan is her j.HK and her beam special moves. Robo-Fortune can steer herself in any directions she wants during her j.hk which is great for putting herself in the perfect place to zone the opponent out. Robo-Fortune's beams allow her to snipe the opponent anytime they try to stop you from moving around.

Robo-Fortune's neutral is very strong and is especially great if you are good at reading what the opponent wants to do.

  • Beams allow Robo to attack from fullscreen and force the opponent to think carefully about their movement. By Tiger kneeing beams, you get to do the air version of beams incredibly low to the ground which is strong since air beams will hit at the same angles as ground beams, but with better frame data.
  • c.MK breaks armor and functions as sweeps that can be combo off afterward. By spacing the move well you can make it plus and use it a strong poke if you don't want to zone at the moment.
  • j.HP puts a projectile on the screen, stops Robo's forward momentum, and move Robo backwards which makes this a good tool to use in neutral when combined with beams.
  • j.HK can be used to steer Robo to the upward corner where no one can catch her. Abuse this to constantly stay out of the opponent's range. You can also use it to fly over the opponents head and end up on the other side if they ever commit to hard to a ground approach
  • If you ever fight a jump happy opponent don't be afraid to use Robo's forward dash. Her dash is so fast that she will reach the other side of the screen by the time the opponent lands, which puts them back to square one.
  • Robo's Catastrophe Canon supers are unblockable if the opponent was not blocking before the superflash occurred which makes this great as a hard callout against predictable movement as well as reckless assist calls. Just make sure you're able to dhc into another character to stay safe if it goes wrong.

Even though Robo isn't at her strongest when close to the opponent she's still a threat you should take seriously.

  • Robo's s.LP, c.LK, and s.MP are all great for stagger pressure and baiting pushblocks
  • Robo's air normals are the only air normals in the game that are jump cancelable, which lets her escape or get back in easier if the opponent pushblocks her attacks. She can also easily bait pusblocks since she can jump if she thinks the opponent is going pushblock and cause an easily punished backdash to come out instead.
  • j.MP is a fast normal that hits on both sides which makes it great for cross-ups. The fact that it is multi-hit and jump cancelable also makes it great at pushblock baiting.
  • j.LP and j.MK work great as jump-ins and are also Robo's main normals for her instant double jump mix-ups if your execution is good enough for it.
  • When used offensively, j.HK is still a pretty good normal. It's similar to j.MP since it is a multi hit normal that hits on both sides but lacks the overhead property that j.MP has. The main reason to use j.HK over j.MP is for certain mixups. j.HK's steering can be used to create ambiguous cross-ups.

Robo-Fortune's Headrone special moves are unique special moves that need a resource (Robo-Fortune's heads) to be performed. Robo-Fortune summons heads with her c.HK and the heads will float around her until she does a Headrone special move. These special moves are versatile and powerful and help Robo in all parts of her gameplan.

  • In neutral, all of her headrones work great as additional projectiles that the opponent has to avoid during her zoning.
  • Offensively the Headrones all serve a similar function of making the opponent scared to press a button.
  • Defensively the Headrones are great since they don't stop once they've been activated (The eyes on the heads flash), even if Robo gets hit they still do their thing (Mine goes away only if Robo is in hitsun when the move is done placing itself in the ground) which makes them great at stopping the opponent's offense in their tracks and can save Robo's life.

Counterplay


Skullgirls 2nd Encore+
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< Skullgirls‎ | Robo-Fortune

Assists this character provides

5HP (default assist)

An armoredlockdown assist


H Theonite Beam

Neutral assist that covers the horizontal portion of the screen in a multi-hitting beam hitbox, but not the lower portion, so it can be crouched under. Probably one of the strongest assists in the game, due to its potential to lock out enemy assists from full screen and force the opponent to either stop what they're doing to avoid the beam, or block it for a decent amount of chip, and fall prey to a potential mix-up. Just about every character in the game can benefit from this assist.

Skullgirls Robo Fortune Quotes


M Theonite Beam

Mostly useful as a harassment tool, and works as a faster but less oppressive version of H beam. It's a good assist but since H beam is so good, it tends to get overlooked.


Headrone RAM/Impact/Salvo

Skullgirls Robo Fortune Combos

Headrone assists are quite different from most assists since you need to have a resource to use it. If you set a headrone special move as an assist, Robo-Fortune will do c.HK and leave the screen if you didn't have a head already. On the next assist call, Robo will do the headrone special move you picked and spend her head. If you picked Headrone Salvo (214 HK) as your assist Robo-Fortune will do c.HK until she has three heads before leaving the screen on the first call, unless she already has three headrones ready. Headrone RAM can be used as a zoning/space control assist but is pretty lackluster. Headrone Impact and Headrone Salvo are much better. Headrone Impact is great since it lingers on the screen for so long and the opponent can do very little to deal with it. It can also be used to create safe mix-ups if you place it in the right spot since the opponent can get hit if they press a button. Headrone Salvo is an amazing assist since it can pretty much do anything you want it to: it controls neutral, works as a defensive assist, puts on amazing pressure or lockdown, and pretty much anything else but damage. However, the fact that three heads have to be summoned means that Robo is very vulnerable during the first assist call.

Assists this character especially benefits from

  • Resource Building: Robo Fortune thrives with assists that let her stockpile her Headdrones in a combo. This greatly expands her utility: damage, space control, resets, and defensive options become more readily accessible.
    • Examples: H A-Train (Big Band), Excellabella (Cerebella)
  • Invincible (DP) assists: Lacking in a reliable reversal, Robo Fortune enjoys assists that can help her repel offensive threats.
    • Examples: L Bomber (Double), M Beat Extend (Big Band, H Hurl (Beowulf), Napalm Pillar (Parasoul), H Fiber (Ms. Fortune)
  • Conversions: Robo Fortune has valuable mixup options with her Throw and s.HK, but lacks meterless ways to convert off of them. Likewise, you can turn her space controlling beams into long range combo starters with assists that force the opponent back towards her. Being able to turn a stray beam into offense threatens any opponents approach and forces them to reconsider their movement.
    • Examples: (Assists that do all three) H Bypass (Valentine)
(Assists that best convert from beams) Drag N Bite (Squigly), Cilia Slide (Double)
(s.HK conversion assists) M Nail (Painwheel) M George (Peacock), H Hurl (Beowulf), H Hairball (Filia)
Tier
  • Space Control: Bolstering Robo Fortune's already fantastic neutral game is a fail-safe option. These may not do all of the following, but many assists listed prior also contribute in this way.
    • Examples: H Lock n Load or Cerecopter (Cerebella), H Brass (Big Band), H Bypass (Valentine), H Hairball (Filia), L or H Napalm Shot (Parasoul), L Pinion (Painwheel)

DHCs

  • Catastrophe Cannon (all versions): Cannon is easily one of the best DHC's in the game. All versions are among the highest damage in their respective meter cost. DHC'ing into cannon removes it's lengthy initial startup, making it a frightening punish tool against opponents caught unprepared. Happy birthday combos can result in killing your opponent's assist character while also inflicting heavy damage onto their point character. This DHC alone makes Robo one of the best utility characters.
  • Magnetic Trap: A multipurpose super. This allows Robo to combo off of several supers that otherwise may not allow the point character to follow-up. (Cerebella/s Diamond Dynamo, Eliza's Lady of Slaughter). It also allows Robo to come in an advantageous spot, or makes a blocked reversal super safe. (Parasoul's Sniper > Magnet or Double's Car > Magnet).
  • Systematic Circuit Breaker: Robo Fortune's level 3 removes needing situational setups to keep your reversal/Robo safe. The guaranteed invulnerable frames after activation + impending explosion may force the opponent to re-evaluate their offense.
Circuit Breaker is one of the best Alpha Counters in the game, as Robo Fortune detonates immediately when AC'd in. Despite it being a powerful DHC tool to shift battle, it's equally strong when she's back in the assist slot after activation.


  • Good DHC Synergy for Robo Fortune: Some notable combinations for Robo Fortune include the following:
    • Robo Fortune Magnet > Painwheel Hatred Install. Trade in Robo's lackluster damage for Painwheel's terrifying damage in install. Robo builds enough meter and buffets the opponent's health enough for most low undizzy Install DHC's to kill by only spending the 2 bars.
    • Parasoul Sniper > Robo Magnet. Makes Robo advantageous when the Sniper shot hits after your Magnet DHC. Classic reversal option.
    • Robo Magnet > any invincible super. Robo may not have a low cost reversal super, but combining it with another character's level one will blow up any opponent trying to disrespect your wakeup options.

Meter management

Skullgirls Robo Fortune Move List

Robo-Fortune


Skullgirls 2nd Encore+
General
Characters
Mechanics
Movement •
Defense •
Combos •
Game Data •
Other
Launch Options •

Skullgirls Robo Fortune

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