Skullgirls/RoboFortune/Combos

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

6940

1

Midscreen (Anywhere?)

(video)

2LK 2MP 5MK 2HP
H Beam
djc jMK 2jHK H Beam
jLK H Beam
dj jLK jMP H Beam
5LPx2 5[MP] L Danger!
5LK 5[MP] 5MK 5HP H Danger! Cannon

7232

1

Corner

(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)


5HK

Notation Damage Meter Cost Location Character Specific? Description Video
sHK cHK
Magnet
sLK sMK cHP
jLK jMK
djc jLP jMK
cMP cHP
jMP jHK
sLPx2 sMP (Hold) sMK sHP H Danger Cannon

6816

2

Anywhere

Universal

Gains 1-2 Heads. Simple combo for comboing off of the dust with meter.

(video)


5HP

Notation Damage Meter Cost Location Character Specific? Description Video
sHP Mine
sMK cHP
jLK jMK
djc jLP jMK
cMP cHP
jMP jHK
sLPx2 sMP (Hold) sMK sHP H Danger Cannon

5753

1

Anywhere

Universal

Uses 1 head. Simple combo for converting from sHP using mine.

(video)


Double snap

Notation Damage Meter Cost Location Character Specific? Description Video
cLK cMK cHP
(uncombo sLP cMK cHP)
repeat

N/A

1

Corner

Universal

No Heads, simple, requires slight timing on the sLP pickups but not too bad.

(video)

2LK 5[MP] 2HK (Until you have 3 heads)
(uncombo 5LPx2 2MK 2HP)
repeat

N/A

1

Corner

Universal

Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal.

(video)

cMP cHP xx H danger (uncombos)
repeat

N/A

1

Corner

Universal

No Heads, simple and requires no precise timing.

(video)

cLK sMK sHK cHK
(uncombo sMK sHK cHK)
repeat

N/A

1

Corner

Lights/Mediums preferred, Tricky on Heavies

Doesn't require much timing, might be most time/damage efficient

(video)

cLK sMK sHK cHK
(uncombo cLP sMK sHK cHK)
repeat

N/A

1

Corner

Universal, but tricky on Lights

Preferred use on Heavies, otherwise use just sMK sHK cHK

(video)

cLK sMK sHK cHK
(uncombo micro-walk cHK)
repeat

N/A

1

Corner

Lights/Mediums

Requires little-to-no timing, only need the first micro-walk which isn't too hard.

(video)


Team Combos

Damage/Undizzy Ratios

Explanation / how to use

Move Damage/uniddzy Damage (max scaling) Undizzy
214HK (3 head + taunt) 1050 1050 0
214HK (3 head) 600 600 0
214HK (2 head) 400 400 0
214HK (1 head) 200 200 0
214MK 190 190 0
214LK 170 170 0
214HK 17 340 20
236HP 15 300 20
j.236HP 15 300 20
214MK 12 240 20
214LK 10 200 20
5HK 9.166666667 275 30
5MP 8.3 166 20
5HP 7.466666667 224 30
j.MP 7 140 20
236LP/MP 6.5 130 20
j.236LP/MP 6.5 130 20
2HP 6 180 30
j.HK 5.333333333 160 30
2MP 4.75 95 20
5MK 4.75 95 20
j.MK 4.75 95 20
5LP 4.666666667 70 15
2HK 4.666666667 140 30
2MK 4.25 85 20
j.HP 4.166666667 125 30
5LK 3.666666667 55 15
2LK 3 45 15
j.LK 3 45 15
2LP 2.333333333 35 15
j.LP 2.333333333 35 15


Skullgirls 2nd Encore+
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Characters FiliaCerebellaPeacockParasoulMs. FortunePainwheelValentineDoubleSquiglyBig BandElizaFukuaBeowulfRobo-Fortune
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