Difference between revisions of "Skullgirls/RoboFortune/Combos"

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:walk 5LPx2 s[MP] 5MK 5HP H Danger Cannon
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:walk 5LPx2 5[MP] 5MK 5HP H Danger Cannon
 
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Revision as of 23:39, 8 September 2019

Robo-Fortune main page

Abbreviation Meaning
General legend
(N) Multi-hit move hits only X times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
 !X X triggers a burst
OTG Following move hits off the ground, after a red bounce
CH Counter hit
sj Super jump
dj Double jump
jc Jump cancel
ADC Airdash cancel
IAD Instant airdash
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
[4]6 B.png (hold for 35 frames), F.png
[2]8 D.png (hold for 35 frames), U.png
360 360.png
 
 = 
7 8 9
4 5 6
1 2 3


Character weight classes
Lights Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly
Mediums Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune
Heavies Double, Big Band
Character legend
Full move name Abbreviated name Input
Double jump cancel djc Jump during an air normal / air throw while you still have double jump action available
Danger! Head Swap Action! L Danger 236LK
Danger! Flailing Arm Hazard! M Danger 236MK
Danger! Rotating Component Hazard! H Danger 236HK
Catastrophe Cannon Alpha Cannon 236PP


General Combo Tips

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.
2LK 5[MP] 2MK
A basic ground chain combo ending in sweep
2.
2LK 5[MP] 2MK L Danger
A basic ground chain combo ending in a special cancel
3.
2LK 5[MP] 2MK L Danger Cannon
A basic ground chain combo ending in a super cancel

Solo Combos

2LK

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MP 5MK 2HP
jMK jHK
djc jMK jHK
5[MP] 5MK 2HP
jLP jMP jHK
walk 5LPx2 5[MP] 5MK 5HP H Danger Cannon

6285

1

Anywhere

(video)

2LK 2MP 5MK 2HP
jLK jMK
djc jLK jMK
2MP 5MK 2HP
jMP jHK
djc jLP jHK
walk 5LPx2 5[MP] 5MK 5HP H Danger Cannon

6573

1

Anywhere

(video)

2LK 2MP 5MK 2HP
jLK jMK jHP
djc jMK jHK
5[MP] 5MK 2HP
jMP jHK
walk 5LPx2 5[MP] 5MK 5HP H Danger Cannon

6583

1

Midscreen (Anywhere?)

(video)

2LK 2MP 5MK 2HP
jHP H Beam
dj 9jLK jMP H Beam
jLP jMP H Beam
5LPx2 5HP H Danger
walk OTG 5LK 5[MP] 5MK 5HP H Danger Cannon

7331

1

Corner

(video)


Double snap

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 5[MP] 2HK (Until you have 3 heads)
(uncombo 5LPx2 2MK 2HP)
repeat

N/A

1

Corner



Team Combos

Skullgirls 2nd Encore+
Help FAQControlsGlossaryUI/HUDTraining RoomFrame DataHitboxesTeam Building
Characters FiliaCerebellaPeacockParasoulMs. FortunePainwheelValentineDoubleSquiglyBig BandElizaFukuaBeowulfRobo-Fortune
Mechanics MovementAttacks / Hit EffectsDefenseTeam MechanicsCombos / DamageAdvanced MechanicsEsotericFrame Data & Hitboxes
Other CommunityVideosPC Launch OptionsPatch HistoryExtra
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