Skullgirls: Robo-Fortune Download
- See Full List On Skullgirls.fandom.com
- Skullgirls Download Pc
- Skullgirls/Robo-Fortune/Combos - Mizuumi Wiki
Robo Fortune, all the voice packs, and some experimental changes to auto-corrects on DP motions, Gigantic Arm got a minor damage nerf, Fortune's s.mk has a slight hitbox change to be more consistent on both hits, Feral Edge had it's physical box expandede a bit so people won't randomly drop out of it, Parasoul, Double, and Val's double light chains autocorrect correctly if you switch sides mid. Robo Fortune, all the voice packs, and some experimental changes to auto-corrects on DP motions, Gigantic Arm got a minor damage nerf, Fortune's s.mk has a slight hitbox change to be more consistent on both hits, Feral Edge had it's physical box expandede a bit so people won't randomly drop out of it, Parasoul, Double, and Val's double light chains autocorrect correctly if you switch sides mid. All DLC characters: Squigly, Big Band, Eliza, Beowulf and Robo-Fortune! - All DLC charcter colors: Brings all 14 characters up to 25 total character colors! Skullgirls 2nd encore PC Download. After a bit of a delay, Skullgirls players on Xbox 360 can finally get their hands on the title's latest (and last) downloadable character, Robo-Fortune. While originally planned to be a skin for the existing Ms. Fortune, this robotic remix brings an entirely unique playstyle to the game, with new a. Robo-Fortune has been activated!Robo-Fortune is Ms. Fortune's mechanical simulacrum, created by Lab 0 to destroy the Skullgirl. Strangely, this digital doppelganger has also inherited Ms. Fortune's penchant for terrible puns. Robo-Fortune is currently not available.
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Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. |
Abbreviation | Meaning |
---|---|
(N) | Multi-hit move hits only N 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 |
Fastfall | Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup. Example: Double jHP(1), jHK lets Double land from the multi-hit jHP early. |
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 | |
214 | |
623 | |
421 | |
[4]6 | (hold for 35 frames), |
[2]8 | (hold for 35 frames), |
360 |
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 |
Theonite Beam | L Beam / M Beam / H Beam | 236LP / 236MP / 236HP |
Headrone Impact | Mine | 214MK while having at least one Headrone |
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 |
Magnetic Trap | Magnet | 236KK |
Lights | Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly |
---|---|
Mediums | Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune |
Heavies | Double, Big Band |
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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!
A basic ground chain combo ending in sweep
A basic ground chain combo ending in a special cancel
A basic ground chain combo ending in a super cancel
Combo Primer
Hit Confirms
- 2LK 2MP 5MK is the standard grounded confirm, as you get to chain two of your lows with an ender that is ±0 on block.
- You will be using j.MP a lot as your aerial confirm as it is very easy to cross-up and chain into your grounded normals. However, this will scale your combo's damage so it's advised to go for a reset as soon as possible if the damage is too low.
- While 2MK is one of robo's most useful tools that leads into a BnB, DO NOT OVERUSE IT as it is -16 on block and none of your cancel options are truly safe. If the 2MK is nicely spaced, your best option will be cancelling into a max-range 5HK for a low/high mixup.
BnB Combos
The combos listed here can need some small character-specific timing changes but are universal.
Notes:
- All double jump cancels are forward jumps.
- Hold down during j.HKs performed right before continuing into a ground chain, as it will steer robo down to the ground and give you an easy way to follow up.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6285 | 1 | Anywhere | Universal | Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended. | |
| 6573 | 1 | Anywhere | Universal | Reliable, more damaging BnB. Requires a bit of delay between inputs in the first air chains in order to get a restand but this should be your main BnB. | |
| 7331 | 1 | Corner | Universal (difficult on some Lights and Double) |
|
Conversions
Metered
Magnet Trap (236KK) is a very useful conversion tool, in order to use you have to hold it and release when opponent lands close enough to you, but not close enough that the opponent gets caught in to this super's grab.
This can convert from:
- 5HK (gives enough time to cancel into 2HK before 236KK)
- 236LK/HK (which can be canceled from 5HP)
- Both ground and air throws
You can go into a regular BnB since robo doesn't spend OTG normally unless she wants to be optimal, but IPS will trigger sooner so check 5HK in the solo combo sections for workarounds.
- As shown in the game's fourth trial, Systemic Circuit Breaker (214PP) > dash into buttons can be used to convert from 5HK. This is however something you will not see a lot of use in real situations due to how much meter you spend if you go into a full combo with a lvl 1 ender afterwards. See the 'Which in-game trials are useful for a beginner?' section.
Meterless
- If you have a head, you can cancel 5HP into 214MK and then go into a BnB as you would with 5HK~236KK
- If you haven't used your double jump, you can easily convert from an Air Throw by djc-ing forward into 2LK 2MK 2HP. It is universal but Cerebella and Painwheel require a microdash before the ground chain.
- In the corner, you can convert from both throws with just (2LK) 2MP 2HP.
- The only way to convert from a midscreen Ground Throw meterless is by using assists (Ex: Fukua's H Drill).
- Air-to-air and non-standard jump-in conversions can be done by cancelling into j.MP or j.HK [2] in the case of j.LP, j.LK and j.MK.
Meter Dumping
- 236PP lvl 1/3/5 are your main way to get decent damage from your combos as Robo has a low damage output.
- 236KK scores you a hard knockdown but it isn't as damaging and is pretty niche overall. You'll ever be using this as a combo ender if you want to go for a specific DHC.
Tips
- In midscreen, 5HP 236HK 236PP enders can be replaced by 5HK 2HK 236PP or 5HK 2HKx2 to spawn heads and distance your opponent.
- In the corner, you can end with 5HK 2HK which launches and lets you reset with an air throw.
Which in-game trials are useful for a beginner?
Trial 1 is a single double jump cancel combo ending in unheld 236KK which is okay for learning djcs and how 236KK works, but 2LK 2MK (2HP) is an unsafe starter and 236KK isn't the more optimal super ender damage-wise
Trial 2 demonstrates how you can use 236KK to convert off 5HK 2HK, refer to the 5HK Combo in this page for a more optimal version.
Trial 3 is an useful double djc BnB with a safer on block but non optimal starter, worth practicing.
Trial 4 is a 4 meter 8k damage combo, it demonstrates how Systemic Circuit Breaker dash can be used to convert from 5HK anywhere but with the same amount of meter you can deal 8.9k using the 5HK combo in this page and ending in 236PP Omega.
Solo Combo Compendium
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6285 | 1 | Anywhere | Universal | Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended. | |
| 6573 | 1 | Anywhere | Universal | jLK jMK djc BnB, more damage but needs more timing. | |
| 6768 | 1 | Anywhere | Universal | Good damage and provides an air-throw reset point on lightweights by holding the first 5MP. | |
| 6940 | 1 | Anywhere | Universal | Optimal route, but with difficult timing that can depend on character weight.
| |
| 7331 | 1 | Corner | Universal* |
| |
| 7382 | 1 | Corner | Lights | More consistent (and damage) than the normal corner BNB on lights | |
| 7145 | 1 | Corner | Double/Big Band | More consistent corner combo on Double and Big Band. |
5HK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6816 | 2 | Anywhere | Universal | Gains 1-2 Heads. Simple combo for comboing off of the dust with meter. |
5HP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 5753 | 1 | Anywhere | Universal | Uses 1 head. Simple combo for converting from sHP using 214MK. |
See Full List On Skullgirls.fandom.com
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| N/A | 1 | Corner | Universal | No Heads, simple, requires slight timing on the 5LP pickups but not too bad. | |
| N/A | 1 | Corner | Universal | Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal. | |
| N/A | 1 | Corner | Universal | No Heads, simple and requires no precise timing. | |
| N/A | 1 | Corner | Lights/Mediums preferred, Tricky on Heavies | Doesn't require much timing, might be most time/damage efficient | |
| N/A | 1 | Corner | Universal, but tricky on Lights | Preferred use on Heavies, otherwise use just sMK sHK cHK | |
| N/A | 1 | Corner | Lights/Mediums | Requires little-to-no timing, only need the first micro-walk which isn't too hard. |
Team Combo Compendium
Skullgirls Download Pc
H Updo
- Good DP assist that squeezes more damage into combos and creates new reset opportunities.
- Robo/H Updo Compilation
Skullgirls/Robo-Fortune/Combos - Mizuumi Wiki
Pillar
- Similar functions to H Updo.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 10130 | 2 | Corner | Universal | High Damage corner combo. Needs 1 Head and 2 bars. |
Damage/Undizzy Ratios
Move | Damage/undizzy | 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+ | |
General | |
Characters | |
Mechanics | Attacks • Team Mechanics • Advanced • |
Other | Patch Notes • |