Skullgirls/RoboFortune

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SG rfo.jpg

Robo-Fortune

Voiced by: Kimlinh Tran
Age: 1st Generation
Birthday: January 31st
Bloodtype: 10W-30 Synthetic Oil
Height: 5'6"
Weight: 440lbs
Measurements: 32B-23-34 (adjustable)
Likes: Honey pots, integers less than or equal to 1, books about dragons, NAND gates, 0x5f3759df, unrolled loops of strings, mice, rebeccapurple, IEEE (except after C!), setplay
Dislikes: Disorder, incompatible file formats, DES, unsalted passwords (salted tastes better!), bleeding hearts, weakly-typed languages, vi, fonts that make O and 0 look too similar, checkins without comments, Moire patterns
SG RoboFortune icon.png

Skullgirls main page


Story

Robo-Fortune is the creation of Brain Drain, the psychic director of ASG Lab Zero, and stands as a testament to her maniacal creator’s unmatched pride and petulance. Built to demonstrate loyalty and cunning, Robo-Fortune fails to deliver either to any measurable degree. Employing cutting-edge technology, she sets out to hunt down the Skullgirl, and to engage in easily avoidable conflicts.

Is the ASG Project’s latest creation the ultimate cybernetic soldier? Have Brain Drain’s mechanical machinations set the world on a treacherous path? Is Robo-Fortune’s faulty programming more of a feature than a bug? Has science gone too far?!

Basics

Robo-Fortune is a zoner/keepaway character who uses her amazing mobility, Headrone special moves, and beam projectiles to keep the opponent far away and frustrate them to no end. She also has one of the most powerful assists in the game which makes her a useful teammate for any character in the game.

  • Theonite Beam (Beam) is Robo's main projectile and the key to her gameplan. Theonite Beam shoots a horizontal beam of energy across the screen that can be used to check an opponent's approach and make them think more carefully when approaching you
  • Robo's c.HK has her shoot out heads that follow Robo around and can later be used as special moves to help compliment her zoning.
  • Robo has the fastest forward dash in the game as well as the ability to steer her j.HK in any direction she wants while airborne. These two things make Robo a very elusive character that is difficult to chase.
  • Robo has very limited defensive options and falls apart quickly once she is hit or forced to block. Because of this, having a character with a reversal assist helps Robo immensely.
  • Detonation Mode - For three bars of meter, Robo will activate a self-destruct mode. In this mode, Robo will move much faster and some of her moves will get new proprieties. When Det mode is over, Robo will explode (even while shes' in hitstun) doing some damage to herself and a lot of damage to her opponent.
  • Robo-Fortune is also the only character in the game who can jump cancel her air normals. This gives her a unique combo and pressure game compared to the other characters.
  • By inputting double jump as quickly as possible you can do instant overheads with Robo that greatly enhance her mix-up game.

Important moves:

  • j.HK - main mobility tool in the air
  • s.HP - Robo's main reversal, has one hit of armor
  • c.HK - Summons heads which can later be used for zoning
  • c.MK - Robo's sweep that can be used to stop armored approaches
  • Beam (236P) - Robo's main way of zoning the opponent out and checking approaches


Movement
Walk: Robo-Fortune has a slow stride with a slight stutter.
Jump: Double jump
Dash or Run: Robo-Fortune has a very fast forward run and a medium speed, extendable backward run that will end after a set distance.
Air Dash: No air dash.
Weight: Medium
Chains
Standing: 4 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 4 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Air: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png

Headrones

SG rfo heads.png

Robo's c.HK has her shoot out heads that follow Robo around. Each of her three 214K special moves will spend the heads. Headrone RAM (214LK) and and Headrone Impact (214MK) will use one head. Headrone Salvo (214HK) will use all the available heads, and powers up depending on the number of heads you have. Each of these moves cannot be done without at least one head. She can have up three Headrones out at once. Doing c.HK with three heads will still execute the move but replace a currently stored head.

Assists

Default Assists
  • s.HP - Collimating Saw - An armored lockdown assist, making it useful as a pseudo-DP assist. But if your other character has a DP assist, it may be recommended to pick theirs instead.
  • 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.
Noteworthy Custom Assists
  • M Theonite Beam (236 MP) - 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 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 and leaves the screen. Headrone RAM can be used as a zoning/space control assist but is pretty lackluster. Headrone Ram and Headrone Salvo are much better. Headrone Ram 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 works like Dr.Doom's Hidden Missiles assists and we all know how good that was. Headrone Salvo is an amazing assist since it can pretty much do anything you want for an assist. It controls neutral, works as a defensive assist, pressure assist, and pretty much everything else but damage. However, the fact that three heads have to be summoned means that Robo is very vulnerable during the first assist call.

Move List

Normals

Standing Normals

SG rfo slp.png

Catcher Tongue

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 175 2.5% +2 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 15 18 18 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 175 2.5% ±0 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 2 17 18 18 7


  • Robo-Fortune sticks her toung out and uses it as a short-range but standard jab. It can be used as anti air around instant air dash height which is pretty useful



SG rfo smp.png

Flex Capacitor

View hitbox
(?)

s.MP Standing SG mp.png
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid - 425 7.5%, +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 16 22 20 9
[ SG mp.png ] Guard Properties Damage Meter On Hit On Block
Mid - 425, 115x2, 175 7.5%, 2.5% x3 +10 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3, (3), 3, 3, 2 11 22x4 20, 12x3 9, 3x2, 8


  • Robo-Fortune's double punch hits once. Holding the button adds a vacuum effect, giving the attack 3 additional hits, generous hit stun, and more than enough time to confirm into a chain combo. This move also links into s.LP and s.LK which is pretty useful



SG rfo shp.png

Collimating Saw

View hitbox
(?)

s.HP Standing SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Armor (1 hit) 180x4, 400 2.4% x4, 3.6% -2 -20
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 4, 4, 4, 4, 4 39 40x5 22x5 2x4, 7


  • Robo-Fortune extends a laser chainsaw from her chest. This is move has one hit of armor and is Robo-Fortune's main reversal. It can also be somewhat used as anti-air since the armor can absorb single hit attacks and punish the opponent. This attack is unsafe on block and can rapidly scale damage for a combo with multiple hits, so it is best used late in a combo to cancel to a Danger! special move.



SG rfo slk.png

HF Quartz Blade

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 275 2.5% +1 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 17 19 20 7


  • Robo sticks a out flame from her knee. This normal can be used to stop instant air dashes but s.LP is better for that. Mostly used for combos.



SG rfo smk.png

Overclawk

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 475 7.5% +7 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 2 19 27 20 9


  • This downward heel kick will force an airborne character into a standing state, making this normal great for landing the opponent in the middle of a combo. The generous hitstun can allow you to link to LP.



SG rfo shk.png

Device Driver

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
High No Cancel * 1000 10% Wall Splat OR KD -26
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 3 40 16 19 16


  • This easily chainable normal causes Wall Splat, the only normal in the game with this property, and is one of the few normal overheads in the game.
  • * Unlike most normal moves, this move can not be canceled into specials moves and can only be canceled into c.HK and supers.
  • Continuing a combo out of this attack always depends on distance from the corner, often ends up using the OTG for the combo, and sometimes needs a cancel to Magnetic Trap to get the opponent in position for a follow up.



Crouching Normals

SG rfo clp.png

Hearing Blade

View hitbox
(?)

c.LP Crouching SG lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 175 2.5% ±0 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 17 18 18 7


  • Robo-Fortune sticks her ears upwards and attacks the opponent. The upward angle on this attack makes it easier to use it as an anti-air than on grounded opponents.



SG rfo cmp.png

Gain Medium

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Low - 475 7.5% +1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 4 22 21 17 9


  • An ankle-zapping eye beam that must be blocked low. It's also disjointed!



SG rfo chp.png

Grounding Pound

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 900 10% +1 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 4 28 32 19 12


  • .Robo slams her hand on the ground creating a huge spark on the ground. Standard launcher. It has a bigger hitbox than most but it's pretty much used exclusively in combos.



SG rfo clk.png

LF Quartz Blade

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 225 2.5% +2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 16 19 18 7


  • Robo-Fortune stick a flame out from her leg. Robo Fortune's main low. The range is short but it serves it's purpose



SG rfo cmk.png

Scroll Heel

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 425 7.5% Soft KD -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 26 8 14 17 9


  • Robo-Fortune slides forward with an attack that functions like a typical sweep, even if it is only an MK attack. Unlike most sweeps, it does not cause an invincible knockdown, and thus can combo into other attacks even on non-OTG hits. Can be made safe or plus if spaced correctly. One of Robo's best normals and very important in stopping armored approaches since sweeps break armor.



SG rfo chk.png

Launch Headrone

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 700 10% 5 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 (16 during lvl. 3) 40 32 (28 during lvl. 3) 30 21 6


  • Robo-Fortune launches a Headrone thats hits directly and stays active as it travels off of the top of the screen. It then returns and can be used in other attacks. The slow start up and complete inability to hit a close range grounded opponent means that the attack should not be used as a typical normal. You should typically use it when far away from the opponent or at the end of the combo so you can safely gain a headrone.
  • Will pop grounded opponents into the air
  • This move has a faster animation during her Systemic Circuit Breaker.



Jumping Normals

SG rfo jlp.png

Arrow Click

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High Jump Cancel 175 2.5% +7 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 11 19 18 9


  • Robo sticks her hand downard to attack the opponent. Mostly used as combo fodder but if you can get down instant double jump overheads, j.LP is the best normal for it since it's Robo-Fortune's faster air normal.



SG rfo jmp.png

Cyclone Waltz

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High Jump Cancel 100x5, 200 1.0588% x6 +10 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 12 13 24x6 16 x5, 18 2 x5, 9


  • Robo-Fortune spins in a tight somersault, hitting up to 6 times with her tail. Since it hits on both sides it's a great normal to fall on the opponent with since it'll be hard to tell what side it will hit on. Can be used as a crossup. This attack has a fairly small attack box and does not change Robo-Fortune's momentum in the air, making it less versatile than j.HK.



SG rfo jhp.png

Variable Cutter

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Jump Cancel
625 10% +12 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 20 22 25 15 8


  • Robo-Fortune's double claw swipe stops her forward momentum and produces a slow, short range, downward angle laser blast. This normal is one of Robo Fortune's best since it moves her backwards while putitng a projectile on the screen.



SG rfo jlk.png

Alpha Cutoff

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High Jump Cancel 225 2.5% +3 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 16 20 18 7


  • Robo-Fortune sticks her leg upwards. Mostly used as a combo tool but works great as an air to air due to it's fast startup.



SG rfo jmk.png

Beta Cutoff

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High Jump Cancel 475 7.5% +10 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 14 26 19 9


  • Robo-Fortune sticks her leg downwards. You usually use this move in combos but it also works well as a jump-in or as a high option in fuzzy guard setups.



SG rfo jhk.png

Aerial Screw

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Jump Cancel 100x6, 200 1.6364% x7 +10 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 [1, (3)]x6, 1 14 26x6, 24 16x6, 19 2x6, 13


  • Robo-Fortune spins her body like a helicopter blade, hitting up to 7 times. Holding any direction during this attack pushes her in that direction, giving more control in the air than some characters get with an air dash. During a combo, guiding Robo-Fortune can ensure she's in position for the next chain after connecting with as many hits as possible. At distance, Robo-Fortune can combine this with her double jump to cowardly hide at the top corner of the screen. Prehaps Robo's most important normal.



Throws

SG rfo throw.png

Blast Processor

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 1000 2%, 13% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • Robo Fortune grabs the opponent like a cat playing with yarn before blasting them with a laser beam. Pretty average throw range-wise but requires an assist or meter to be converted from.



SG rfo airthrow.png

Assault Battery

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw Jump Cancel,
50% Damage Scaling
75 x9, 325 1% x9, 6% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Robo-Fortune grabs the oppenent and sends shocks through them before letting them go. The recovery of this airthrow is double-jump cancelable on hit which allows you to combo after it. If you already used your double jump, comboing after this grab is height and assist dependent.



Team Moves

SG rfo tag.png

Purrminator

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 7.5% KD -52
Startup Active Recovery Hit Stun Block Stun Hit Stop
40 16 61 10 13 20 (11 on block)


  • Robo-Fortune appears from a cat shaped capsule from the ground. This is possibly the worst tag in the game. It's slow, has long recovery, and can not be comboed after midscreen. If you want to bring Robo-Fortune in it's better to use meter and DHC her in.



SG rfo snap.png

Connection Sever

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -25
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 1 42 14 17 (9) 13


  • Robo-Fortunes takes off her tail and swings it like a golf club. One of the biggest snapbacks in the game.



Specials

SG rfo qcfp.png

"Excitement"

View hitbox
(?)

Theonite Beam Qcf.png + SG p.png (Air OK)
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
650 (375) (2.5%) 4.5% -4 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 10 23 24 17 4
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
650 (375) (2.5%) 7.5% -4 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 6 27 24 17 4
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
250x6 (125 x6) (2.5%) 1.8% x6 -1 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
25 31 22 22x6 13x6 4x6 (3 x6 on block)
Air SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
650 (375) (2.5%) 7.5% +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 5 22 26 19 4
Air SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
650 (375) (2.5%) 7.5% +4 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 6 19 24 17 4
Air SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
250 x6 (125 x6) (2.5%) 1.8% x6 +12 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 31 12 22 x6 13 x6 4 x6 (3 x6 on block)


  • Robo-Fortune fires a laser beam that travels across the screen almost instantly and can only be used once per jump. Useful for catching opponents pushing buttons and for zoning them from a certain area of the screen.
  • Using the tiger knee motion will get the air beams the lowest to the ground as possible, allowing much quicker recovery than ground beams.
  • Skullgirls Tuestorials 09 - Robo Fortune's Beams


  • SG lp.png
    • Fires a beam very close to the ground, can be avoided by jumping.
  • SG mp.png
    • Fires a beam around standing height and can be crouched under by most characters.
  • SG hp.png
    • Fires a thicker, multi-hitting version of M beam.
      • Has a longer travel time and when used at long distances, will not get all of its hits in.
  • Air SG lp.png
    • Fires a beam diagonally downward. After a super jump and using j.HK to float upwards, this move becomes difficult to avoid.
  • Air SG mp.png
    • Fires a beam horizontally, good when used after a tiger knee to get it as low to the ground as possible.
  • Air SG hp.png
    • Fires a beam that has all the properties of it's ground counterpart.



SG rfo qcblk.png



View hitbox
(?)

Headrone RAM Qcb.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 850 (300) 7.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7, 29 -- 17 30 25 8


  • Robo-Fortune commands a headrone, if one exists, to home in on her opponent and detonate on contact. Trades with other projectiles and does not go away on hit.



SG rfo qcbmk.png

"Bing bing bing"

View hitbox
(?)

Headrone Impact Qcb.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid 50% Damage Scaling,
Projectile, Sweep
200, 750 (100, 150) 4.5%, 3.75% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7, 26 12, (15), - 17 30, 10 27, 13 9, 8 (9, 4 on block)


  • Robo-Fortune commands a headrone, if one exists, to bury itself in the ground in front of her and act as a landmine. Hits once on deployment and once on explosion. Disappears if Robo-Fortune is hit after deployment.



SG rfo qcbhk.png

"Beep beep blarp"

View hitbox
(?)

Headrone Salvo Qcb.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 250 x4 (per head) (75 x4 per head) 4.5% x4 (per head) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
14, 38 (Until ground) 24 OR 34 OR 44 30x4 17x4 8x4 (6 x4 on block)


  • Robo-Fortune spends all existing headrones, commanding them to fire a barrage of mouse missiles, or "moussiles," into the air. The moussiles track her opponent's horizontal position and rain down on them from above after a short period of time. Some mechanics of this attack depend on how many headrones are spent on the salvo. With one headrone, the moussiles will land where the opponent was when you originally did the move. With two, moussiles will track the opponent until they start falling down. Lastly, with three headrones, the moussiles will completely track the opponent.
  • Odd behavior: missiles can only be pushblocked during a certain period?



SG rfo qcflk.png

"Head swap"

View hitbox
(?)

Danger! Head Swap Action! Qcf.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 150x4, 400 (50 x4, 200) (2.5%) 2.5%x 4, 3.6% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 11 37 16x5 19x5 1x4, 10


  • Robo-Fortune spins her head around incredibly fast. Her upper body loses hurt boxes during startup and active frames, which makes this move a good anti-air



SG rfo qcfmk.png

"Flailing"

View hitbox
(?)

Danger! Flailing Arm Hazard! Qcf.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Throw) 175x4, 500 (50 x4, 200) (2.5%) 2.5% x4, 3.6% +4 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 28 29 39x4, 36 20x5 2x4, 12


  • Robo-Fortune flails her arms around. This move is throw invulnerable. Not very useful due to lack of reward on hit and that jumping is the better way to avoid throws overall.



SG rfo qcfhk.png

"Rotation hazard"

View hitbox
(?)

Danger! Rotating Component Hazard! Qcf.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Throw) (first 2 frames) 200x6, 500 (20 x6, 200) (2.5%) 2.5% x6, 3.6% Ground Bounce -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
29 33 35 38x6, 16 19x7 2x6, 8


  • Robo-Fortune rotates her entire body as a powerful attack. Robo's most damaging special move. No real purpose outside of a combo ender but it can be used as an assist.



Supers

SG rfo qcfpp.png

"Canonical form"

View hitbox
(?)

Catastrophe Cannon Alpha
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (post flash) 275 x30 (33 x30) -100% KD -56
Startup Active Recovery Hit Stun Block Stun Hit Stop
33 + 7 120 70 18 x30 15 x30 (8) 13 x29,12 (2 x30 on block)


  • A 30-hit beam super with very slow start-up. One of the most damaging level one supers in the game. You also can't block the super if you weren't already blocking when the superflash happened.



SG rfo qcfkk.png

"Purr-manent magnet"

View hitbox
(?)

Magnetic Trap
Level 1
Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Anti-Air Grab Invuln. (Strike) (pre flash),
Invuln. (Full) (post flash),
36.4% Min. Scaling
0, 2750 (200) -100% Hard Knockdown -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 6~95 3 26 N/A 18 (5) N/A (8 on block)


  • Robo-Fortune turns her hand into a magnet and pulls to opponent closser, grabbing them if they're in range of her hand and slamming them into the ground. Hold to attract, release to grab. Ends after a set maximum duration. Useful for conversions from knockdowns/assists since you can let the grab whiff and recover quick enough to get a combo.



SG rfo qcbpp.png

"Why can't I die? Beep, boop, meow"

View hitbox
(?)

Systemic Circuit Breaker
Level 3
Qcb.png + SG p.png + SG p.png
Activation Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Full) N/A -300% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 0 N/A 8 (20) N/A N/A (9) N/A
Explosion Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 360 x30 (33 x30) 0% KD +34
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A 60 96 22 x30 25 x30 12 x30


  • Activates detonation mode. While active, an invisible timer ticks down, and Robo-Fortune gains multiple buffs until she explodes, damaging the opponent, and is replaced with a back-up unit. Her walk, dash, and headrone deployment speeds increase, and her LP and MP Theonite Beams cause sliding knockdown. Robo-Fortune detonates immediately once the timer expires unless she is in a scripted animation such as a successful grab. While using palette 18 or 19, this super has additional visual effects.
  • The explosion inflicts 2000 recoverable damage to herself
  • The explosion cannot be pushblocked
  • Additional 12f invulnerability if she doesn't perform any moves.
  • If you are away from the opponent and about to explode, you can use heads like mine or level 2/3 missiles to keep robo mostly safe from any punish attempts.
  • If you are comboing an opponent during this install and are not sure about when you will explode, there are several options you can do: you can go for resets since the inevitable explosion will keep you mostly safe if they block or reversal, you can combo into magnet which will automatically trigger the explosion followup, or you can simply end a combo with an L or M beam for the hard knockdown, and use the explosion as a meaty on the opponent.
  • On using Magnent to auto-trigger the explosion: the explosion will only combo if otg has not already been used
  • There is a 10 frame buffer on attacks after the explosion. This allows for a follow up beam super on every character.
  • With the 10 frame buffer, you can also convert with some normals when the opponent is at a normal height (such as after Magnet -> auto-explosion). sMK is reccomended due to it's overall consistency for the followup combo, however keep in mind that that followup timing will vary per character if you miss the buffer. Links are shown here
  • Commonly referred to as "det mode"



SG rfo qcfppholdmp.png

"Fire the breaker."

View hitbox
(?)

Catastrophe Cannon Gamma
Level 3
Qcf.png + SG p.png + SG p.png , [ SG mp.png ]
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (post flash),
45% Min. Scaling
190 x45 (33 x45) -300% KD -64
Startup Active Recovery Hit Stun Block Stun Hit Stop
33 + 7 133 80 18 x45 15 x45 (8) 13 x44, 12 (1 x45 on block)


  • A more powerful version of Robo's level 1 beam super. If you hold MP after inputing Robo's level 1 beam super you get this version.



SG rfo qcfppholdhp.png

"Combinatoric explosion"

View hitbox
(?)

Catastrophe Cannon Omega
Level 5
Qcf.png + SG p.png + SG p.png , [ SG hp.png ]
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (post flash),
55% Min. Scaling
200 x60 (33 x60) -500% KD -66
Startup Active Recovery Hit Stun Block Stun Hit Stop
33 + 7 120 80 18 x60 15 x60 (8) 13 x59 12 (1 x60 on block)


  • The most powerful version of Robo's beam supers. If you hold HP after inputing Robo's level 1 beam super, you get the level 5 version.



Taunt

SG rfo taunt.png

"Pathetic creatures of meat and bone"



"Really Talks!" SG hp.png , SG lk.png , B.png , SG lp.png , SG lp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 138 N/A N/A N/A


  • Increases the amount of moussiles launched during Headrone Salvo from 4 to 7.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > s.[MP] > c.MK
A basic ground chain combo ending in sweep. Unsafe on block.
2.
c.LK > s.[MP] > c.MK xx L Danger
A basic ground chain combo ending in a special cancel. Unsafe on block.
3.
c.LK > s.[MP] > c.MK xx L Danger xx Cannon
A basic ground chain combo ending in a super cancel.

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.

Midscreen - 6285 dmg (video)
c.LK > c.MP > s.MK > c.HP,
j.MK > j.HK djc > j.MK > j.HK,
s.[MP] > s.MK > c.HP,
j.LP > j.MP > j.HK,
walk s.LPx2 > s.[MP] > s.MK > s.HP xx H Danger xx Cannon


Midscreen - 6573 dmg (video)
c.LK > 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 djc j.LP > j.HK,
walk s.LPx2 > s.[MP] > s.MK > s.HP xx H Danger xx Cannon


Midscreen - 6583 dmg (video)
c.LK > c.MP > s.MK > c.HP,
j.LK > j.MK > j.HP djc j.MK > j.HK,
s.[MP] > s.MK > c.HP,
j.MP > j.HK,
walk s.LPx2 > s.[MP] > s.MK > s.HP xx H Danger xx Cannon


Corner - 7331 dmg (video)
c.LK > c.MP > s.MK > c.HP,
j.HP xx H Beam,
double jump forward j.LK > j.MP xx H Beam,
jump foward, j.LP > j.MP xx H Beam,
s.LPx2 > s.HP xx H Danger,
walk (OTG) s.LK > s.[MP] > s.MK > s.HP xx H Danger xx Cannon


Double Snap combo
c.LK > s.[MP] > c.HK (Until you have 3 heads)
[(uncombo) s.LPx2 > c.MK > c.HP]

Conversions

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Setups

Basic Robo Resets

Strategy

Robo-Fortune's goals

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

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

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

How to beat this character
Counters to common techniques

Resources

Colors

SG rfo color1.png SG rfo color2.png SG rfo color3.png SG rfo color4.png SG rfo color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Based on Colon from Choujuu Sentai Liveman.
Color 4
SGColor4.png
Based on RAcaseal from Phantasy Star Online.
Color 5
SGColor5.png
Based on Maria from Metropolis.

SG rfo color6.png SG rfo color7.png SG rfo color8.png SG rfo color9.png SG rfo color10.png
Color 6
SGColor6.png
Based on Vectorman.
Color 7
SGColor7.png
Based on the Virtual Boy.
Color 8
SGColor8.png
Based on the T-800's skeletal chasis from from Terminator.
Color 9
SGColor9.png
Based on Monsoon from Metal Gear Rising: Revengeance.
Color 10
SGColor10.png
Based on Aigis from Persona 3.

SG rfo color11.png SG rfo color12.png SG rfo color13.png SG rfo color14.png SG rfo color15.png
Color 11
SGColor11.png
Based on Drossel von Flügel from Fireball.
Color 12
SGColor12.png
Based on Iron Man from Marvel Comics.
Color 13
SGColor13.png
Based on Robo-Ky from Guilty Gear XX.
Color 14
SGColor14.png
Based on RX-78-2 Gundam from Mobile Suit Gundam.
Color 15
SGColor15.png
Based on Bass from Mega Man 7.

SG rfo color16.png SG rfo color17.png SG rfo color18.png SG rfo color19.png SG rfo color20.png
Color 16
SGColor16.png
Based on Motoko Kusanagi from Ghost in the Shell.
Color 17
SGColor17.png
Based on the original character Sarah N. Dippity by Atrox-C. Crowdfunding request.
Color 18
SGColor18.png
Based on the Varia Suit from Super Metroid.
Color 19
SGColor19.png
Based on the Gravity Suit from Super Metroid.
Color 20
SGColor20.png
Based on KOS-MOS from Xenosaga.

SG rfo color21.png SG rfo color22.png SG rfo color23.png SG rfo color24.png SG rfo color25.png
Color 21
SGColor21.png
Based on T-elos from Xenosaga.
Color 22
SGColor22.png
Original alternate color palette. Crowdfunding request.
Color 23
SGColor23.png
Based on Kireek from Phantasy Star Online.
Color 24
SGColor24.png
Based on R-DASH 5000, a My Little Pony inspired original character. Crowdfunding request.
Color 25
SGColor25.png
Based on Spiral from Marvel Comics.


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