Difference between revisions of "Skullgirls/RoboFortune"

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Robo-Fortunes takes of her tail and swings it like a golf club. One of the biggest snapbacks in the game.  
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Revision as of 04:57, 5 June 2018

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. She can have up three Headrones out at any given time
  • 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.

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 armored approaches
  • Beam - 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

Assists

Default Assists
  • s.HP - Collimating Saw: A decent enough lockdown tool, and also has armor on it, making it useful as a pseudo-DP assist. But if your other character has a dp assist I would pick there's instead of Robo-Fortune's
  • H Theonite Beam: 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
  • When it comes to non-head custom assists, the two assist that generally pops up is M Theonite Beam (236 MP). M Beam is mostly useful as a harassment tool, and works as a faster but less oppressive version of M 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.

Move List

Normals

Standing Normals

SG rfo slp.png

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s.LP
Catcher Tongue
SG lp.png (standing)
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

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s.MP
Flex Capacitor
SG mp.png (standing)
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

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s.HP
Collimating Saw
SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid Armor (? hits) 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. 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

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s.LK
HF Quartz Blade
SG lk.png (standing)
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

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s.MK
Overclawk
SG mk.png (standing)
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

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s.HK
Device Driver
SG hk.png (standing)
Guard Properties Damage Meter On Hit On Block
High - 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, but the recovery can only be cancled intio cr.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

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c.LP
Hearing Blade
SG lp.png (crouching)
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

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c.MP
Gain Medium
SG mp.png (crouching)
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

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c.HP
Grounding Pound
SG hp.png (crouching)
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

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c.LK
LF Quartz Blade
SG lk.png (crouching)
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

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c.MK
Scroll Heel
SG mk.png (crouching)
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

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c.HK
Launch Headrone
SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Juggle,
Projectile
700 10% 5
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 opponet or at the end of the combo so you can safely gain a headrone. This move has a faster animation during her Systemic Circuit Breaker.



Jumping Normals

SG rfo jlp.png

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j.LP
Arrow Click
SG lp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 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

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j.MP
Cyclone Waltz
SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 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

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j.HP
Variable Cutter
SG hp.png (in air)
Guard Properties Damage Meter On Hit On Block
High Projectile 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

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j.LK
Alpha Cutoff
SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 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

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j.MK
Beta Cutoff
SG mk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 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

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j.HK
Aerial Screw
SG hk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 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

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Throw
Blast Processor
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

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Air Throw
Assault Battery
SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 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

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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

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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 of her tail and swings it like a golf club. One of the biggest snapbacks in the game.



Specials

SG rfo qcfp.png

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Theonite Beam Qcf.png + SG p.png Airok.png
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 22x6 13x6 4x6 (3 x6 on block)


  • Robo-Fortune fires a laser beam that travels across the screen almost instantly. Ground LP version fires very close to the ground, ground MP version fires around head height, and ground HP version fires a thicker, multi-hit beam version of M beam with more travel time. Air LP version fires diagonally downward, air MP version fires horiziontally, and the air HP version is a slower, thicker, and multi-hit version of M beam. Robo-Fortune can fire an air beam once per jump. She can also Tiger Knee her beams to get the air versions incredibly low to the ground, which is very useful since air beams recover faster than ground beams.



SG rfo qcblk.png

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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

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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

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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 orginally did the move. Witht two, moussiles will track the opponent until they start falling down. Lastly, with three headrones, the moussiles will completely track the opponenet.



SG rfo qcflk.png

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Danger! Head Swap Action! Qcf.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid what are the brown squares 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 active frames, which makes this move a good anti-air



SG rfo qcfmk.png

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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

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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

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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

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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)
0, 2750(min. 1000) (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

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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 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.
  • Additional 12f invulnerability if she doesn't perform any moves.



File:SG rfo qcfpphold.png

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Catastrophe Cannon Gamma
Level 3
Qcf.png + SG p.png + SG p.png , [ SG p.png ]
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (post flash) 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 45-hit beam super with very slow start-up. If you hold MP after the inputing the super you get the level 3 version.



SG rfo qcfppholdhp.png

{{{caption}}}

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) 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)


  • A 60-hit beam super with very slow start-up. If you hold HP after inputing the super you get the level 5 version



Taunt

SG rfo taunt.png

{{{caption}}}



"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 -% 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]

Strategy

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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