Skullgirls 2nd Encore Guide

Robo Fortune Guide for Skullgirls 2nd Encore

Robo Fortune Guide

Overview

This is a guide to help players learn and improve their game as Robo-Fortune. This guide will go over all her normals, specials, supers, and everything else you need to be the best robotic cat you can be.

Introduction

Robo-Fortune, primarily a keepaway character, uses her incredible mobility and fullscreen lasers to keep the opponent at bay and force them into bad situations. Despite being focused on keepaway, each Robo player can add their own style to her. Some players focus on being incredibly defensive and staying back, while others are pretty aggressive and focus on constantly weaving in and out of the opponent’s range.

Robo is the only character in the game with the ability to double jump cancel her normals on hit or block. This gives her access to pressure and mixup options that no other character has. However, do keep in mind that if she does double jump cancel a normal, any following normals won’t have an overhead property until she lands. This does not apply to regular double jump normals, as those will still hit the opponent high. Robo also has the ability to summon head drones that she can later use to help compliment her zoning. She is also one of the two characters in the game who have a super that powers them up and alters many aspects of their moveset.

Robo’s strengths lie in her incredible mobility, strong zoning, excellent anti-airs, quick meter gain, and amazing assists. Robo can keep opponents out with her zoning relatively well, but when they manage to close the distance, she can use her fantastic mobility to easily evade them and start her zoning all over again. Even when she isn’t the point character, Robo can be a very powerful force to be reckoned with. She has one of the best assists in the game in the form of her H Theonite Beam due to how much space it controls while being very difficult to punish. She also has H Headrone, which can be used as a lockdown tool that provides high chip damage. Collimating Saw (s.HP) can also be used as a lockdown assist that has 1 hit of armor, but without the chip damage. Her Catastrophe Cannon super can also be used to secure kills when DHC’ed into due to its massive damage even at max scaling.

However, like every character in the game, Robo has her fair share of weaknesses. Robo has the lowest damage output in the game without heads, combined with her lackluster mix-ups and resets, she has a slightly underwhelming offensive game. Robo’s biggest weakness lies in her horrible defense once she gets hit or has to start blocking. While Robo can easily avoid most bad situations with her incredible mobility and great anti-airs, once she is put IN a bad situation she falls apart very quickly. She lacks an air-reversal and her meterless ground reversal can be easily beaten by throws or multi-hit attacks. Her only reliable reversal is Systematic Circuit Breaker, which costs 3 meters and can put you in an even worse position than before depending on what the opponent does.

Overall, Robo-Fortune is a strong keepaway character that can force the opponent to play at her pace and frustrate them to no end. She can be a powerful asset to almost any team you put her on.

This guide will be using number pad notation.
If you do not understand numpad notation, look at the numpad on your keyboard.
All notations are assuming your are facing to the right

7 8 9
4 5 6
1 2 3

The notations used for each respective buttons are:

LP – Light Punch
MP – Medium Punch
HP – Heavy Punch
LK – Light Kick
MK – Medium Kick
HK – Heavy Kick
PP – Any Two Punches
KK – Any Two Kicks

For normals, different notation is used alongside the button.

s. – Standing
c. – Crouching
j. – Jumping

Standing Normals

Standing Punches

s.LP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
175
6
2
15
+2
+2
Mid
175
N/A
2
19
+/-0
+/-0
Mid

Robo Fortune’s s.LP is a pretty standard jab, nothing spectacular about it, but it gets the job done. You can press s.LP again to make it come out a second time, even on whiff, which is useful for hit-confirming and stagger pressure. It can also be used as an anti-air against air dashes and certain jump-ins, but not nearly as well as her c.LP can. Pretty normal jab all around.

s.MP

Name
Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
s.MP
425
10
3
16
+4
+2
Mid
Held
405
N/A
8
11
+10
+/-0
Mid

s.MP is a pretty useful move that has two parts to it. On the initial button press, Robo sticks out her arms to attack. If you hold the button, she sends an electrical current through them, adding more hits to the attack and pulling the opponent in.

s.MP can be used as a hit-confirm and anti-air similar to s.LP, but it’s biggest strengths comes from holding the button. Holding the button lets you do some pretty good stagger pressure by alternating between holding and not holding the button, and allows you to do some pretty sneaky resets that use the vacuum effect of the second part of the move. Also, since the held version of s.MP is +10 on hit, you can link some attacks after giving you some pretty cool combos. Overall a pretty good normal.

s.HP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
1003
17
20
39
-2
-20
Mid

s.HP’s is robo’s only meterless reversal option and a normal that you will learn to love as a robo player. s.HP has one hit armor that can be used to absorb any attack that doesn’t have armor breaking properties. Even though one hit of armor isn’t the best for a reversal, since s.HP is a normal, it gives you access to certain benefits most reversals don’t have. Due to being a normal. You can call assists during it and cancel the normal into special moves which allows you to combo after your reversal or make it safe (maybe even plus!) if the opponent blocks it.

As amazing as all this sounds, s.HP has some pretty big weaknesses that the opponent can expose if you’re not careful. Due to only having one hit of armor, s.HP gets destroyed by multi-hit moves or set-ups that involve the point and assist character hitting you at the same time. It also gets completely blown-up by throws and hit-grabs, which makes this reversal completely useless against certain set-ups. As long as you know when to use and not to use s.HP this normal will be a very powerful tool in your arsenal

Standing Kicks

s.LK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
275
7
2
17
+1
+2
Mid

Standard LK. Surprisingly good for OTG pickups considering its hitboxes and is recommended as it does more damage than her c.LK. Can also preemptively stop airdashers at around 2 character lengths away.

s.MK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
475
16
2
19
+7
+/-0
Mid

Aside from the decent anti-air hitbox this normal is not that useful on its own. However, this normal has a unique property against opponents in the air. s.MK will instantly restand an air-borne opponent allowing you to get confirms from even the most unexpected hits.

s.HK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
1000
22
3
40
(knockdown)
-26
high

Robo’s s.HK is a very special normal with a lot of different properties to it. Firstly, it is one of the few standing overheads in the game. However, due to its kind of slow startup and it being a death sentence on block, I wouldn’t recommend using it as a mix-up tool. Secondly,This normal is one of the few normals in the game that can not be special canceled, meaning that if you want to combo after it, or make it safe, you have to use an assist or spend meter. It also is one of the few attacks that behave differently on grounded and airborne opponents. Against airborne opponents, it sends the opponent backwards and they fall on the ground. Against grounded opponents, it will wall splat once per combo. If it hits a grounded opponent a second time in a combo, it will behave as if they were hit in the air.

The most unique part about this normal is how it interacts with Robo’s c.HK. On hit, you can cancel s.HK into c.HK to summon head drones. s.HK canceled into c.HK will be your main way of obtaining heads and sending the opponent full screen to continue your zoning. s.HK is pretty much the only way to get heads while being offensive, aside from very niche set ups and character specific gimmicks.

Crouching Normals

Crouching Punches

c.LP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
175
6
2
17
+/-0
+/-0
Mid

c.LP is one of Robo’s many anti-airs and is probably her best one. The ears are disjointed all the way up until the hitboxes disappears. It is also amazing at dealing with characters like Filia, Ms. Fortune, and Eliza air dashing in close range. What it lacks in horizontal range, it makes up with its great disjointed vertical range. Another great thing about it is that it chains into itself even on whiff, so Robo will also auto-correct her direction if the jumps over her. Even at most heights, you can press s.MK to convert from a successful anti-air attempt with c.LP > c.LP. However, it can’t be used as a quick punish tool like most characters crouching jabs due to its small horizontal range, so try get that habit out of your system.

cr.MP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
475
10
4
22
+1
-3
Low

Aside from being disjointed, c.MP doesn’t have any stand-out qualities about it. You can use it as a more damaging, but less safe, hit-confirm or to punish things that cr.LK couldn’t reach, but most of the time it’ll be used as combo filler.

c.HP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
900
20
4
28
+1
-12
Mid

Robo’s c.HP serves as her launcher. It has a HUGE disjointed hitbox which occasionally, and randomly, hits behind her. But aside from that, it’s a pretty normal launcher.

Crouching Kicks

cr.LK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
225
8
2
16
+2
+1
Low

cr.LK is Robo’s main low and is your typical c.LK. It’s range is kinda small but it doesn’t really matter in most cases. Nothing special about it

cr.MK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
425
13
26
8
(knockdown)
-16~+9
Low

Robo’s cr.MK is different from most since it’s a sweep that she can combo off of. Another unique aspect of her c.MK is the fact that she slides forward, which allows her to cover some ground while sticking a hitbox out, something she has trouble doing otherwise on the ground. Since Robo’s c.MK is a sweep, it breaks armor which allows Robo to easily deal with characters that abuse armor to get around zoning and can make them think twice before approaching. Also, due to the massive amount of active frames this move has, this move can either be very plus on block or very minus depending on how close you are to the opponent when it hits. Try to always hit with the tip of the attack from as far away as possible to maximize frame advantage.

cr.HK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
700
20
32
0
+5
-4
Mid

c.HK is one of the most unique normals in the game since its primary purpose isn’t to attack, but to build a resource. When c.HK is pressed, Robo shoots her head out and replaces it with a new one. The old head will now hover around Robo and can be used when activating any of her headrone special moves. A maximum of 3 heads can hover around Robo at once, if she summons another head, then the oldest one will be replaced. Once the head has been launched, Robo will keep the head as a resource even if she is hit during the later portions of the animation, or if you yourself cancel the move into one of her supers. Since the head has a hitbox when being launched, this can save you from some very dangerous jump-in situations. But don’t use it as a consistent “get off me” tool, or you’re going to get hit a lot. This attack is very important to Robo’s game plan, and as easy as it is to ignore, you should always try to summon heads whenever you get the chance.

Jumping Normals

Jumping Punches

j.LP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
175
7
2
11
+7
+6
High

Robo’s j.LP is mostly combo/pressure fodder, but one aspect about it makes it a really good part of Robo’s kit. If you double jump as quickly as possible and press j.LP, you will get an instant overhead against crouching opponents that you can convert off of. Against Band, Beo, Eliza and Bella, j.LP can hit them crouching without having to the double jump which makes Robo’s mix-up game way better against those characters. It’s an incredible, but niche, tool that helps Robo’s lackluster mix-up game and getting this down can make you a huge force to be reckoned with.

j.MP

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
596
12
12
13
+10
+4
High

j.MP is an incredible normal for pressure due to its multi-hit properties. Combining this with double jump canceling and this move becomes a fantastic pushblock bait tool. By jump canceling forward you can also use it as a mix-up tool and cross the opponent up. This is a very important tool for Robo’s pressure and you should press it responsibly.

j.HP



Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
625
18
20
2
Varies
Varies
Mid

Another one of Robo’s really good air normals. Since this move pushes you back and throws out a projectile, it complements her zoning game really well. At neutral, just throwing this out to get some distance isn’t a bad idea. If you super jump and use j.HP twice, you will be full screen quite quickly while having a projectile in the way for your opponent to deal with. Due to the pushback, and the fact that the projectile fired moves at an awkward angle, this can be difficult to punish in most scenarios. It’s best used at mid-range where it can check an opponent trying to dash at you while still allowing you to back up and zone. If you have an assist that can let you combo afterwards, this move becomes VERY dangerous for the opponent. The last thing that this move needs mentioning is that it is needed in Robo’s higher-end damage combos, but it can be quite hard at first to learn the timing.

Jumping Kicks

j.LK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
225
8
2
16
+3
-1
High

Outside of combos, Robo’s j.LK can be used to air-to-air opponents if you read their jump and can convert from it with j.HK. Even if they block it in that situation, you can start to pressure your opponent since you’ll most likely be at advantage. Otherwise, not much else to note about this normal.

j.MK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
475
10
3
14
+10
+3
High

j.MK is your standard jumping medium button, but it has a surprising amount of hit stun and can be used for random confirms. It’s mostly combo fodder, but it can be used in pressure as a high option for the occasional mix-up such as in fuzzy setups. It can also be used as jump-in when you’re in ranges where j.MP won’t hit, but j.MK would.

j.HK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
646
16
7 (over the span of 25 frames)
14
Varies
Varies
Mid

j.HK is one of Robo’s important normals. j.HK is a mobility tool, air-to-air hit confirm, and an excellent mix-up tool all in one. This normal is amazing, but with that said, nothing about those hitboxes say it’s okay to jump in with this button. Do not do it. Players who are familiar with dealing against Robo’s j.HK will anti-air with s.LP/s.LK and convert from it if you use it to approach a lot. The most unique part about Robo’s j.HK is that you can steer it while she is spinning her legs, which makes it a very versatile normal. If you super jump backwards and steer j.HK in that direction, you can reach the top corner of the screen incredibly fast and run away from the opponent with ease. When you’re on the offensive, you can pressure the opponent by jumping at them with j.MP then quickly jump canceling it into j.HK, and steering it in a way that creates a hard to block cross-up. It is a very important normal for her. Use it responsibly.

Throws

Ground Throw

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
1000
7
1
28
(knockdown)
N/A
High

Robo’s ground throw is a pretty much your basic SG throw. The throw sends the opponent almost fullscreen which makes a decent way to start your zoning, but the opponent can ground tech closer to you once they land which is something you have to worry about. Her throw is a little on the weaker side since you have to spend meter or use an assist to combo off the throw, but you’ll usually have one of those resources to do it so it’s not THAT much of an issue.

Air Throw

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
1000
7
3
18
(knockdown)
N/A
High

Like her ground throw, Robo’s air throw is a pretty normal one. Her air throw is kinda awkward to combo off. If you have not used your double jump you can just jump forward after the throw and pick up the OTG. At certain heights this is a bit difficult but it should work most of the time. If you have used your double jump already, you can not combo after the air throw unless you are in the corner or spend meter by doing OTG beam into magnet super. Her air throw is also a decent anti-air tool that you can use if you read the that the opponent will jump at you, just be careful about it because you will be counter hit if you mistime it.

Special Moves: Theonite Beam

Theonite Beam
236+P
(Robo’s L and M beams accomplish the same thing, the biggest difference is the angle they hit. Due to this descriptions of the moves will be similar)

L Theonite Beam


Name
Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
Ground
650
18
10
23
-4
Varies
Mid
Air
650
15
5
22
+4
Varies
Mid

L Theonite Beam is one of robo’s main special moves and is a fantastic keepaway tool. L beam should be used to check opponents trying to get close to you and make them cautious to approach. L Beam is great at dealing with opponents that like to constantly dash at you in order to approach. Since the hitbox is so low to the ground you can use it to hit opponents who try to approach by using attacks that put their hitbox low to the ground. For example, filia/♥♥♥♥♥’s sweep

Air L Theonite Beam is one of robo’s main special moves and is a fantastic keepaway tool. Air L beam should be used to check opponents trying to get close to you and make them cautious to approach. Air L beam hits at a downward angle and works best when you are in the air and the opponent is beneath you. It’s great for dealing with opponents who try to dash at you while are you in the air, forcing them to be more patient with their approach. Against other zoners (Peacock, Parasoul, ♥♥♥♥♥) air L beam is very powerful since you attack from an angle they usually aren’t able to cover.

M Theonite Beam


Name
Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
Ground
650
18
6
27
(Varies)
(Varies)
Mid
Air
650
15
6
19
(Varies)
(Varies)
Mid

M Theonite Beam is one of robo’s main special moves and is a fantastic keepaway tool. M beam should be used to check opponents trying to get close to you and make them cautious to approach. M beam works best against opponents who are trying to jump or instant air dash to get past your zoning. However, M beam whiffs against crouching opponents, so to stop opponents from just ducking then moving in, mix it up with L beam and make them think twice before approaching.

Air M Theonite Beam is one of robo’s main special moves and is a fantastic keepaway tool. Air M beam should be used to check opponents trying to get close to you and make them cautious to approach. Air M beam is pretty much a faster and safer version of M beam. Doing Air M beam low to the ground can even give you better results than just doing M beam itself. However, you should still do ground M beam since air M beam can whiff on some characters when they’re standing or going through certain animations. Air M Beam’s biggest strength is that it’s great at dealing with opponents who try to approach from the air.

H Theonite Beam


Name
Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
Ground
1326
18
10
23
-4
(Varies)
Mid
Air
1326
25
30
23
(Varies)
(Varies)
Mid

H Theonite Beam is one of robo’s main special moves and is a fantastic keepaway tool. H beam should be used to check opponents trying to get close to you and make them cautious to approach. H beam hits at the same angle as M beam but has a bigger hitbox and does more damage, but comes with the downsides of having slower start-up and having worse recovery. It also still whiffs against crouching opponents. H beam works best as way to punish the opponent if they over commit to an approach and can make them scared to ever try it again.

H air Theonite Beam is one of robo’s main special moves and is a fantastic keepaway tool. Air H beam should be used to check opponents trying to get close to you and make them cautious to approach. Air H beam kinda does the same thing that but as ground H Beam but you can do it from different heights since you’re in the air. It also can be pretty good for combos since it’s the only beam you can combo after.

This helpful videos by Mr. Peck can also help you understand how to use beams (Follow his channel if you want more useful tips for SG in general)

Special Moves: Danger!

Danger!
236+K

L Danger! (Head swap action!)

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
887
9
11
37
knockdown
-20
Mid

L Danger is another one of robo’s many anti-airs. Since it’s a special move, you can cancel into it from a normal which can be useful if you missed timed your first anti-air attempt and have enough time to still anti-air the attack. If it hits you can super cancel into magnet super and get a combo afterwards.

M Danger! (Flailing arm hazard!)

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
1060
10
28
29
+4
-12
Mid

M Danger is honestly one of the worst moves in the game. It has throw invincibility on startup but it doesn’t really matter that much since jumping is usually a way better way to avoid throws. The only time you should use this move is when you are 100% sure it’s going to work and that’s there’s no other option that will also work. For example, after an opponent blocks your s.HP, M danger is the only thing you can do to beat a throw punish. You can also use it if the opponent uses an assist to do a ground throw + air throw setup and get a happy birthday punish with beam super. You can also do it if you have a read on the opponent and want to style on them hard.
H Danger! (Rotating component hazard!)

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
1354
29
33
35
(Knockdown)
-18
high

H Danger is robo’s most damaging special and combos into all her supers making it an excellent combo ender. It doesn’t really have a purpose outside of being a combo ender but it can work as a decent assist if you want to run it, but there’s better options out there for robo.

Special Moves: Headrone

Headrone
214+K
(All of Robo’s Headrone special moves require her to have summoned at least one head already with her cr.hk)

L Headrone (RAM)


L Headrone sends out a kamikaze head that lightly tracks the opponent. This is a great zoning tool from fullscreen but works best in the mid-range. When this move is used in the mid-range you can deal with many different approaches with one option. It can also protect you from dangerous situations since the move still comes out even if you get hit.

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
850
36
(N/A)
(NA)
(NA)
(N/A)
Mid

M Headrone (Impact)



Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
950
33
N/A
16
(Knockdown)
(N/A)
Mid

M Headrone turns one of Robo’s heads into a mine. This is great for making a certain area of the screen a danger zone for the opponent and can force them to make a predictable approach if they try to move past it. The mine goes away if Robo is hit once it’s set but not if robo gets hit while the mine is digging into the ground. Mine is also a very safe way to build heads since the opponent can’t just dash at you once they see you summoning them. Similar to L Headrone, the mine can save your life if it hits the opponent while it is set-up. Mine can also be used in combos for an early burst of damage but that’s not always the most optimal use of a head so be careful.

H Headrone (Salvo)

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
(Varies)
52
(N/A)
(N/A)
(N/A)
(N/A)
Mid

For H headrone, Robo’s heads launch missiles that will fall down shortly after. H Headrone is very unique compared to the other Headrone special moves since its level of strength is different depending on how many heads you have. With one head, Robo shoots out four missiles that will land where the opponent was standing when you did the special move. With two heads, Robo shoots out eight missiles that will land where the opponent was standing when the missiles began to fall. Lastly, with three heads, Robo shoots out twelve missiles that completely track the opponent. Another unique aspect about H headrone is that after Robo taunts, 3 more missiles come out of each head. One head becomes seven missiles, two heads become fourteen, and three heads become twenty-one. This can be a very powerful special move since the tracking makes it difficult for the opponent, which can cause them to act more predictably. It can also be used to create interesting pressure and combo options that you couldn’t do before

Supers

Magnetic Trap(Level 1)
236+KK

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
2750
12
3
(N/A))
+36
(N/A)
Mid

Magnetic Trap does exactly what the name suggests and behaves like a magnet. When you input the super Robo extends one of her arms upward and turns it into a magnet. It will pull in airborne opponents for as long as you hold the button and once you let go it turns into a hitgrab and if it hits the opponent, they get slammed into the ground for good damage and a hard knockdown. The super is useful for confirming off OTGs and s.HK, allowing you to build heads and still retain an advantage. It can also be used as anti-air super but it can be quite risky. The super is also strike invincible on startup but since it only hits airborne opponents, you should only use it as a reversal if you have meter to do a safe DHC afterwards.

Catastrophe Cannon
236+PP

Alpha(Level 1)
236+PP

Gamma(Level 3)
236+PP(Hold P)

Omega(Level 5)
236+PP(Hold HP)

Name
Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
Level 1
3182
41
N/A
69
(Knockdown)
-56
Mid
Level 3
4361
41
N/A
N/A
(Knockdown)
-64
Mid
Level 5
7008
41
N/A
N/A
(Knockdown)
-66
Mid

Catastrophe Cannon(Beam Super) is the only super in the game that has multiple levels to it. Each level gets a bigger hitbox and does more damage. Beam Super’s main purpose is as a combo ender due to the massive amount of damage it does. However, Beam super has a special property to it that makes it useful in other ways. Beam super can NOT be blocked if the opponent was not blocking before the super flash, even if they weren’t pressing any buttons. This can be used as a hard call out against opponents who auto-pilot forward after blocking a beam. Since characters take more damage when they are called as an assist, you can use this super to do massive damage to assist characters and make the opponent scared to call them again. The level 1 version does 4500 to an assist, level 3 does 6000 and level 5 does 10000. Even if Robo is not the point character you can DHC into her which can make opponents even more cautious to call assists. However, this super is VERY punishable on block so unless you DHC Robo out, she will get full combo punished and be put in a very bad position.

Systemic Circuit Breaker(Level 3)
214+PP

Name
Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
Activation
0
13
0
(N/A)
(N/A)
(N/A)
Mid
Detonation
4167
(N/A)
60
89
(N/A)
+34
Mid

Robo’s Systematic Circuit Breaker (Det mode) is one of two supers that power up the character and alters their moveset. When Det mode is activated, for 10 seconds, Robo moves 20% faster, her L and M beams give hard knockdowns, cr.HK recovers much faster, and Robo gets decreased meter gain (to prevent you from building lots meter back during the super). At the end of the 10 seconds Robo explodes, dealing 2000 damage to yourself and massive damage to the opponent along with allowing you to combo afterwards.

Robo will explode during almost anything, even while she’s being hit by the opponent. One of the few times Robo will not explode is during her magnet super. She will wait until the super is over to explode. She can also tag out during det mode and still be called as an assist without exploding. When she is tagged back in she will enter with the amount of time she had left when she tagged out and will explode as soon as her tag animation is over if she has no time when she comes back in. If she alpha counters in she will explode instantly, which can be used to your advantage. Another neat feature about the explosion is that if opponent snaps her in, she will always come in with at least 40% of the time left, even if she only had 1% when she left the first time.

The activation for det mode is fully invincible on start-up and pauses the game during the super freeze, giving Robo time to see exactly what is happening and how to respond when the super freeze is over. It also forces the opponent to back off somewhat since they have to deal with you exploding 10 seconds from then. However, it can backfire and turn into a dangerous situation quite easily. If Robo is not close to the opponent when she explodes, she will be left completely open and be easily punished, putting her in an even worse situation than before on some occasions.

Overall, Det mode is an interesting super that can save your life and win you the game on some occasions, or make the situation you’re in 10 times worse and completely ruin the game for you.

Tag

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
500
40
16
43
(Knockdwon)
-52
Mid

Robo’s tag is one of the weaker ones in the game and you shouldn’t use it that often. It’s one of the slowest and most punishable tag in the game, so using it as a reversal is out of the question most of the time. Due to it’s slow start up it’s also very difficult to combo into which makes bringing Robo in safely is very difficult. Even if you do manage to combo into Robo’s tag, it has so much knockback that you can only combo after it in the corner. The one kinda good thing about her tag is that the hitbox is big and disjointed which is good for burst baits, but due to all the other problems with this move, you still shouldn’t use it often. Overall a pretty bad tag, only use it if you’re desperate to bring Robo in.

Neutral

Round Start

At the start of the round you typically want to move backwards since Robo is a defensive runaway character and the further away from the opponent you are the, easier it is to run away. Superjumping backwards is a safe way to quickly back away from the opponent and start your zoning game, air L and air M beam can check most of your opponents options from that height and can make them cautious to do any sudden approaches. The biggest weakness of this is that you cannot call an assist after superjumping so you lose some options that your assist would have gave you. You can also superjump backwards then press j.HK to get more distance but be a little slower. Overall it’s a pretty good way to start a round and can be your default choice if you’re not sure what to do.

You can also do j.HP into air L beam, but I would only recommend it if you have an assist that allows you to combo afterwards. This is a great way to shutdown dashes or low to the ground approaches from the opponent. With the right assist you can get a good chunk of damage at the start of a combo which can make up for robo’s low damage output. Once you do this enough times the opponent should be terrified to make any sudden movements at round start which can make them predictable. However, this round start can be incredible risky if the opponent dodges the j.HP. They can end up incredibly close to Robo which isn’t very good for her due to her weak defensive and lackluster offense so try not to do it mindlessly every time. Overall this is a very strong roundstart but it has some pretty big risks to it. Do it enough to make your opponent scared of it, but not enough for your opponent to expect it every time.

Another very simple way to start to round is to dash at the opponent. Robo has the fastest dash in the game and can go from side of the screen to the other in less than a second. If you feel like your opponent is going to jump at you, you can dash and by the time they hit the ground, you will already be on the other side of the screen and able to zone. Even if the opponent doesn’t jump, you can still surprise them by suddenly dashing at them and hitting them with a low, s.HK, or throw. However, this is VERY risky since you can end up right next to opponent if they they expect it and they can start pressuring you. If you think your opponent won’t expect this, it can quickly start the match in Robo’s favor.

Fullscreen
Fullscreen is where Robo shines the most since she has acess to so much space to zone out the opponent with beams and use her mobility to run away. You should try to spend most of the match fullscreen.

When you’re fullscreen, your gameplan should revolve around chipping away your opponent’s health by hitting them with your L and M beams. L beam works great against characters who try to approach by lowering their hitbox. M beam and TK air beam work great against opponents who try to dash or IAD to approach you. By mixing it up between these beams you can condition the opponent to approach certain ways and can prepare for it.

If the opponent has ways to avoid or punish your ground zoning, don’t be afraid to take the skies and zone. Superjumping backwards and steering j.HK upwards can put yourself high in the air and make it almost impossible to get above you. Once you’re in the air, you can do air L beam to snipe at opponents beneath you or use air M or H beam to deal with opponents at the same height as you.

Once you make the opponent nervous to approach you can start summoning heads during neutral without worrying about the opponent rushing you down. Once you have your heads you can start mixing them in with your beams. L Headrone can be used if you’re not sure what the opponent is going to do since it slightly tracks. Don’t expect it to cover every possible option since some characters can suddenly change where they’re going but definitely use it every once in a while. M headrone works as a mine and is best used when the opponent is getting closer and when you’re in a situation where you can still retreat. Once the mine is on the ground the opponent has to deal with it by either jumping over it or using an attack to destroy it. This makes the opponent behave predictably which can be used to your advantage. I don’t really recommend using H headrone in neutral since it’s easy to avoid unless it’s the 3 head version.

Mid-Screen

Mid-Screen and round start are very similar areas with only a few differences. Everything that can be done at round start can be done mid-screen. The biggest difference between them is that the amount of space can vary mid-screen, while roundstart will always been the same amount of space.

Close

Close Range is where Robo struggles the most and you should avoid getting close to the opponent unless you need to make a desperate move to win the game. If the opponent manages to get close to you, do whatever it takes to put some distance between you.

The simplest way to do this is to use your mobility to escape. If you feel like they’re going to pressure you from the ground superjump over them and steer away with j.HK. If you feel like they’re going to pressure you from the air, dash away from them. You can easily escape by using
these two options if you read your opponent correctly but you can just as easily put yourself in a worse situation if you make the wrong read.

If you read a jump you can also try to knock them out the air with one of Robo’s many anti-air attacks. If your anti-air connects, you can usually combo afterwards and send the opponent full screen immediately. If you miss your anti-air, you’ll typically be punished and will lose a lot of health and probably die. So make sure you know its going to hit before you try to anti-air.

If you have heads already summoned, headrone can be used as a way to get the opponent off you. All versions of Robo’s headrones still come out as long as Robo wasn’t hit before the eyes on the heads flash. This means that in certain situations, inputting headrone before you get hit can save you, even if you get hit immediately afterwards. L headrone is the best for this since it tracks but M headrone also works since the initial hit of the mine restands the opponent and gives you an easy combo conversion. This is a powerful tool to get opponents off you but
if it goes wrong you end up wasting a resource for nothing.

Combos

(Combos taken from the Robo-Fortune combo thread on SkullHeart)

Universal Midscreen with no double jump cancel (6269 damage)
cLK sMP sMK cHP
jLK jMK jHK (Steer Down)
s[MP] sMK cHP
jLP jMK jHK (Steer Down)
sLK s[MP]
sLP sLP s[MP] sMK sHP x H Danger xx Cannon

Universal Midscreen (6593 damage)
cLK cMP sMK cHP
jLK jMK DJC
jLK jMK
cMP sMK cHP
jMP jHK DJC
jLP jHK
sLP sLP s[MP] sMK sHP x H Danger xx Cannon

Alternate Universal Midscreen (6280 damage)
cLK cMP sMK cHP
jMK jHK DJC
jMK jHK
s[MP] cHP
jMP jHK DJC
jLK jMP
sLP sLP s[MP] sMK sHP x H Danger xx Cannon

Universal Corner (7291 damage)
cLK cMP sMK cHP
jHP x H Beam
DJ jLK jMP x H Beam
/ / jLP jMP x H Beam
sLP sLP sHP x H Danger
OTG sLK s[MP] sMK sHP x H Danger xx Cannon

These combos are easy and universal and are a good starting point for Robo’s combos.

If you want more detailed and optimized combos, use Catfish’s robo combo flowchart. It gives you the most optimal combo for almost every possible situation and is incredibly detailed.

[link]

Double Snappping

Double snaps are an important part of SG and learning how to do them can turn games around in an instant.

Before I explain what a double snap is, I have to explain what a snapback is. A snapback (the in-game term is outtake) is performed by inputting 236+MP+MK or 236+HP+HK and it costs one meter. If you hit an opponent with a snapback they will be sent flying off the stage and one of their teammates will come in a take their place. The character that comes in will not be able to call assists or anything that involves their teammate for a short time.The teammate that comes in is determined by which input you did. The MP+MK version will always bring in the teammate currently in the 2nd position while the HP+HK input will always bring in the teammate currently in the 3rd position. If the opponent doesn’t have any teammates alive, they will bounce off the wall and give your combo another OTG, even if you already used one.

Snapbacks also behave very differently when they interact with a solo character. If a team snaps a solo, the solo will be sent flying to the other side of the screen and will bounce of the ground and be able to recover, ending your combo. It will also get rid of any red health that a solo has. If a solo uses a snapback on a team, the solo will recover some of their red health along with all the other benefits of a snapback. In a solo VS solo match, snapback will wallbounce and restore your OTG.

Double snapping is when you hit an opponent and their assist with a snapback at the same time. The point character will fly off screen but the assist will stay. This allows you to freely combo the defenseless assist to death without worrying about the point character stopping you. Since the assist character is not affected by the infinite prevention system (IPS) and can not be controlled by the opponent, you can do combos that are not possible on a normal opponent. Since this is so strong it can only be done in the corner with the opponent gaining increased meter and recovering red life faster while the double snap happens. This is a powerful technique that can kill an entire character due to one bad assist call.

Damage
Start-up
Active
Recovery
On-Hit
On-Block
Hits
0
15
1
43
N/A
-25
Mid

Robo’s snapback is one of the better ones due to it’s massive hitbox but aside from that is pretty much the same as everyone else’s. A basic double snap that works on everyone is c.MP > s.MK > s.HK > c.HK > s.MK > s.HK > c.HK > s.MK xN . The video below shows what it looks like

Another important technique to learn in Skullgirls is a midscreen assist kill. A midscreen assist kill is when you kill the opponents point character while their assist is still on the screen. If this happens in the corner you can just do your normal double snap combo, but if it happens anywhere else you typically have to do a new combo. The reason you can’t do a regular combo on the assist midscreen is because the dead characters still counts as the point character so if you ever jump over their body, your character will turn to face them, which can ruin the combo you were doing on the assist. A basic midscreen assist kill for Robo is cr.LK > cr.MK > cr.HP > walk forward xN. THe video below shows you what it looks like.

Team Compostion and Synergy (Beo-Cerebella)

Beowulf
Beowulf and Robo have pretty good synergy with each other assist wise and can be a very annoying team to deal with. Beo’s H chair toss assist gives Robo a much needed reversal that can be used to get opponents off you. Since the chair has a hitbox until hits the ground, H chair can also be used as a zoning tool that covers a decent amount of space. The biggest downside to this assist is the cooldown it has. Once Beo uses H chair toss assist, the chair will be grayed out for a short time, if Beo is called as an assist while the chair is still gray, he will come on the screen, do nothing, then leave. Despite how annoying this sounds, rarely do you ever need to call the assist multiple times in such a short time frame, so it doesn’t come into play that often.

Robo’s H beam assist gives Beowulf a massive advantage in neutral and allows him to easily approach the opponent and start his powerful offense. Calling H beam and then jumping at the opponent with j.HP covers a huge portion of the screen with disjointed hitboxes and is very difficult for the opponent to deal with. It also works as a semi-lockdown assist and can be used to keep the opponent in place while Beo goes for a mix-up. Another great part about this assist is that it lets Beo taunt mid-combo in the corner which greatly increases Beo’s damage output.

Their supers aren’t the best synergy wise but they get the job done. All of Robo’s supers allow Beo to combo after them if they hit and all of Beo’s supers allow Robo to combo after them if they hit. Beo can do Arm into Magnet super to safely get Robo in but it ends your turn and only works at certain ranges Robo can do beam super into Airwulf as a safe-ish way to get Beo in, but it’ll end your turn and put you in a pretty awkward spot sometimes

Overall, Beo and Robo have great synergy as a pair, but adding a third character with good supers for DHC’s can make the team a powerful force. Both team orders are good but I would play Beo/Robo since Beo benefits so much from H Beam. If you are playing a trio, you can play Beo and Robo in any position you want as long as it synergizes well with the third character.

Big Band
Band and Robo go incredibly well together and are a powerful shell for any team. Band’s H Brass and M Beat extend are both very useful assists for Robo. H brass gives Robo a very powerful zoning tool that is hard to avoid and does massive damage if it hits. If the opponent manages to avoid H Brass, Robo can protect Band by using one of her beams and make the opponent take damage for trying to punish the assist call. M beat extend gives Robo and much needed DP assist that nets her an easy combo if it hits.

For Band, H beam lets Band do whatever he wants in neutral since H beam covers so many angles. Combing H Beam with Band’s gigantic normals allows you to cover most of the screen in hitboxes, which can be very annoying for the opponent to deal with. It can even make a lot of Band’s unsafe moves safe or even plus, which can completely change how the opponent has to deal with Band.

DHC wise their supers don’t have a lot of utility, but deal MASSIVE damage. Robo’s Beam super and Band’s Super Sonic Jazz are some of the most damaging level 1 supers in the game, so combining them together at the end of an optimized combo will usually kill or leave the opponent at very low health. The only safe-ish DHC this team has is SSJ into Magnet super, and even then you’ll usually be even or slightly negative.

Overall, Band and Robo have amazing synergy assist and damage wise, but lack utility in their supers. Even though they do work as a duo, adding a third character with utility supers and safe DHC’s will make that team VERY scary. You can run them in any order you want in a duo, but in a trio I would make sure Band and Robo are in the last two slots so that the point could use their very powerful assists.

Cerebella
Cerebella and Robo have pretty lackluster synrgy but it they still work well together. Bella has a lot of different options for assists which gives you a lot of different ways to play them together. You can use Lock n’ Load as a neutral assist since it covers a decent amount of space as well as having armor, similar to Band’s Brass knuckle assist. You can use Cerecopter as a lockdown assist to keep the opponent in place for mix-ups, backing off, or building heads. The last notable Bella assist is Excellebella. It can be used as a neutral/mix-up assist since it’s unblockable when the opponent is rising in the air, which makes it very good against jump happy opponents. It doesn’t hurt that it builds a lot of meter and gives you tons of time to get heads.

Like most characters, Bella loves H beam assist. H beam covers so much space and can keep opponents locked down long enough for bella to get close and start bullying the opponent with her normals. Once Bella get closes enough she can use H beam to do some pretty trick resets and become an absolute monster once she touches you.

Bella and Robo’s DHC’s do tons of damage, but lack any real utility. They can create an unblockable situation by using Magnet and Showstopper. Magnet super is unblockable while rising in the air and Showstopper is unblockable while the opponent is grounded. You simply do the first super and decide to DHC into the next one by checking if they’re grounded or airborne during the superflash. Aside from this their supers don’t really synergize together that well.

Overall, while Robo and Bella aren’t that strong by themselves, adding a third character that can benefit from both their amazing assists can make almost any team a threat. If you REALLY wanna play duo I would run Bella/Robo because Bella benefits more from Robo’s assist more than Robo does from Bella. In a trio you probably can put Bella and Robo in any spot you want, but I would run them in the middle and last positions so your first character can benefit from their great assists.

Team Compostion and Synergy (Double-Filia)

Double:
Double is a character that pairs well with everyone in the game and Robo is no exception. All version of Double’s hornet bomber work great with Robo. You usually see L bomber because it has invincibility and Robo needs a dp assist, but M and H also work great as zoning assists. M bomber goes a shorter distance and has less lockdown and pushback, but is much faster than H and is much easier to convert off of. H bomber goes very far and will lockdown the opponent for a pretty decent amount of time, but the slow start-up and lack of invincibility can make it easy to punish if you call it at a bad time. All 3 versions grant knockdown so if you think you won’t be able to dash up and convert off it you can just do magnet super and get a combo.

Like most characters, H beam is a very good assist for Double since it controls so much space and can keep the opponent lockdowned long enough for Double to be able to do whatever she wants. H Beam instinctively makes the player on the receiving end want to crouch, so it can be used to make Double’s overheads a little more threatening… a little. The only real downside is that H beam can ruin some of Double’s air throw conversions if she does the assist at an awkward time, but you should be fine most of the time.

These characters are pretty much best friends when it comes to DHCs. Car into magnet is a safe DHC into Robo and Beam into Catheads or puddle both work as a safe DHC into Double. Double can also do her puddle super then tag or DHC into Robo and still leave the puddle on the stage. This can be used to make the opponent scared of moving forward and allow Robo to safely zone or build heads.

Overall, Double and Robo have fantastic synergy assist and DHC-wise, and can be a very annoying team to deal with. However, while the two characters have great synergy with each other, I highly suggest adding third character to take advantage of all the utility they can bring to a team. I don’t recommend playing them as a duo but if you really want to I would put Double first since she benefits more from Robo’s assists than Robo does from Double’s assists. In a trio you can put Robo and Double wherever you want but I would put them in the middle or last positions so that the point character can take full advantage of their assists and DHCs

Eliza
Eliza and Robo have pretty interesting synergy with each other. Eliza’s H spiral is probably the best option for Robo. It covers a large portion of the screen, is active for a long period, and does 900 chip damage. It also has gap in it which means Robo can check the opponent with ease It can be used as a lockdown assist to keep the opponent in place while you do whatever you want or as a defensive wall that the opponent has to deal with in order to get to you. You can also use Butcher’s Blade assist in a similar way but it deals less damage and drains meter. The only real advantage it has over H spiral is that it has armour which means the opponent can’t mash to get out of your offense and that you can combo after Robo’s throw with this assist.

Everyone loves Robo’s H beam assist but Eliza really likes it variety of reasons. For starters, H beam covers a huge portion of the screen, which lets Eliza do whatever she wants during neutral. H beam also can keep the opponent locked down long enough for Eliza to get close enough to start her pressure game. H beam can also make sekhmet safe in situations when she would be punishable which pretty great. Doing H Upperkhat and calling H beam at round start is very powerful and can potentially start the match in your favor. Nothing else Robo has really compares to H beam assist so I would always pick this assist.

Robo and Eliza’s DHC’s are kinda nothing. Eliza’s lady of slaughter super into Magnet if safe and Nehkbet breaker can be safe if you call beam right before you do it, but aside from that their DHC’s are just more damage at the end of combos. Nothing special.

Overall Eliza and Robo have very strong assist for each other but lack strong DHC’s and a way to cover their bad defensive options. Adding a third character with good DHC’s and a DP assist will fix a lot of their problems and will make them a much more powerful shell. In a trio you can run Robo and Eliza wherever you want as long as it doesn’t ruin the third characters synergy. If you really want to play a duo, you can play them in any order since they both benefit from each others assist at about the same amount.

Filia
Filia and Robo have pretty good synergy together, but filia benefits WAY more from having robo than Robo does from having Filia. From Robo’s perspective, Filia gives Robo a pretty good DP assist with H updo which helps cover her biggest weakness. If your team already has a DP assist you can run H Hairball assist which works as a lockdown and zoning assist, as well giving robo conversions from her throw and beam specials, as well as allowing her to safely build heads.

From Filia’s perspective, H beam gives filia a much needed way to do well in neutral, which is all Filia needs to get her game started. But that’s not all, H beam also works as a lockdown assist which turns filia into an absolute monster when she’s in your face.

DHC wise, Robo and filia don’t really have much going for each other. They don’t have any safe DHCs so for the most part you’ll only DHC when you want to switch characters or deal more damage at the end of a combo.

Filia/Robo can work as a powerful duo, but if one of them dies the team will crumble apart. You can also play them as a trio and run a third character with a safe DHC to help cover that weakness. In a trio, Robo and Filia can be run in pretty much any order, but I would run Filia ahead of Robo since H beam is so powerful on Filia.

Team Compostion and Synergy (♥♥♥♥♥)

♥♥♥♥♥
Robo enjoys many of ♥♥♥♥♥’s assist options. She likes using ♥♥♥♥♥’s L Love Dart assist to not have to commit to using L Beam during zoning patterns, and she likes getting conversions through M Clone assist when zoning. But by far, the assist she enjoys the most from ♥♥♥♥♥ is H Platonic Drillationship. She gets so many useful applications through it; Getting a head during a combo midscreen, helping her keep the opponent away during neutral, providing a good amount of chip, adding extra damage to combos, and keeping the opponent locked down in the corner just to name a few. She can also abuse it to keep herself safe when going for mixup strings and buffering c.HK while calling H Drill. H Drill also helps Robo not have to commit to her grounded Theonite Beam options as much either, since H Drill + Air M Theonite Beam is pretty solid to keep the opponent away.

As for assists that Robo can supply for ♥♥♥♥♥, she can use quite a few. ♥♥♥♥♥ has a pretty good time controlling neutral, so she can make use of Robo’s H Headrone assist. While Robo launches her heads to ready up the assist properly, ♥♥♥♥♥ can protect her long enough to do so. Once you call Robo again to launch the missiles, ♥♥♥♥♥ can do one of 2 things regardless of the outcome: On hit, she can convert and then set up a shadow for a reset, or set up a shadow on block and your opponent will have to guess the following mixup. Though, Robo’s H Beam assist is probably what helps ♥♥♥♥♥ out the most overall. It lets ♥♥♥♥♥ be even more oppressive during neutral, to the point where she gains the ability to actually zone well. It forces the opponent to stand block it and take the chip, or get hit overhead by ♥♥♥♥♥’s H Clone shadow. During resets, it also gives ♥♥♥♥♥ many shadowless mixup options that lead into very ambiguous left/right/low/throw setups, even while in the corner. You also have enough time to set up shadows for the reset if you’re fast enough. H Beam also lets ♥♥♥♥♥ “pressure” your opponent in the corner while staying half-screen away. ♥♥♥♥♥ can utilize her long range s.MK and c.HP, while also using her shadows to frustrate her opponent. Meanwhile, the beam is providing added pressure by adding chip, semi-locking out their jump attempts out of the pressure, and giving ♥♥♥♥♥ enough time to set up and hold a shadow for the next blockstring. Your strings, however, will have to change according to the character you’re trying to lock down and their assists/specials/reversals/supers and DHC options they have at hand.

DHC wise, these characters are great at dishing out tons of chip damage as well as having some safe-ish DHCs from a distance. Any of Robo’s supers into ♥♥♥♥♥’s BFF super can convert into a full combo if it hits which is pretty useful since Robo’s super are bit awkward to combo after. On block, canceling into ♥♥♥♥♥’s fireball super can work as a safe-ish DHC. If you want to try and do a lot of damage without dealing with undizzy you can do Beam> Blown Kiss > Blown Kiss again (as soon as the fireball leaves ♥♥♥♥♥’s hand) > Beam Level 1 (7,973)/Beam level 3 (9,478). This also does a good amount of chip damage if you ever want to try and chip the opponent out. Magnetic Trap into DHC is one of Robo’s few reversal options. This is the case here, but, you’ll have to know how to respond to what is currently happening during the super flash freeze to use the appropriate ♥♥♥♥♥ super, and fast. If they jumped, let them get caught by Magnet and convert with BFF. If they tried to meaty you with a normal/special or even grab on the rare cases, maybe you can either use BFF or Fireball super (QCB + PP) to try and punish them for it (note: many characters can still reversal through these). If they just downbacked next to you to see what you would do, Fireball super could be a good option if they are far enough away from you to attempt to make ♥♥♥♥♥ safe from a PBGC punish. Reversaling with ♥♥♥♥♥’s H Drill > Fireball> Magnet on block is a really solid option, as long as you DHC when the fireball is immediately formed.

In conclusion, Robo and ♥♥♥♥♥ benefit a lot from each other, through useful assists and DHC applications. Either Robo or ♥♥♥♥♥ on point can both be oppressively strong for different reasons, so it’s up to personal preference and playstyle on who you’d want ahead of the other. That said, if Robo is on point, she benefits the most from H Drill assist and preferably a third character with a strong DP as an assist to help keep the opponent off of Robo. If that third character has a weak DHC synergy with Robo, you may want to place ♥♥♥♥♥ second instead. If ♥♥♥♥♥ on point is your fancy, then she really enjoys H Theonite Beam assist. Though ♥♥♥♥♥ enjoys being able to DHC out to safety, Robo can’t provide many not-meter-costly options to do so. So, again, a third character in the middle that has good DHC options for one bar is advised. Overall, these two characters are best off on a trio, both of them behind a good battery character, someone to shore up Robo’s lackluster defense, or someone to help ♥♥♥♥♥ escape through the usage of meter.

Team Composition and Synergy (Ms.Fortune – Painwheel)

Ms. Fortune
The best, and probably the only, assist that Fortune can provide for Robo is H Fiber Upper. This is usually the case with other characters, not just Robo, but that’s not really a bad thing. Robo really enjoys having a DP assist on call, and this one covers a convenient angle for her. Since Robo has a hard time stopping double jumpers who have already jumped over her beams from advancing more, she appreciates H Fiber Upper reaches as high and diagonally as it does. H Fiber Upper also hits 3 times, breaking a lot of armor moves that Robo hates dealing with. As with most assists that Robo wants to run, she can use Fiber during blockstring mixups to stay safe and, at many times, advantageous. Jump back j.HP + H Fiber Upper is really solid to create space and, depending on what your opponent does in response, you can respond back with L/M Air Beam, or just land and continue creating space. That sequence also option selects people putting Robo into preblock, which causes your button presses to turn into s.HP + H Fiber Upper. Robo doesn’t really have a hard time comboing off of a Fiber hit either, unlike other characters. She can jump up with them and do j.LK > j.HK to convert. Most of the time, you want to cancel j.HK with a doublejump before all the hits fully connect, just so you can get your opponent lower to the ground more reliably. If you already committed to backing up after calling Fiber, and Fiber hit, you can usually superjump > H Air Thoenite Beam to tack on a bit more damage and send them back fullscreen.

Fortune, on the other hand, can use a few assists from Robo. Just like other characters, she enjoys H Theonite Beam assist the most, but she can also use Headrone Salvo in certain matchups like against Valentine or Painwheel. Salvo also forces the opponent to approach and stop her, not that Fortune has a particularly hard time in neutral, but Fortune enjoys not having to chase her opponent as much. She can also use s.HP for an armored lockdown assist, but other characters can provide a better lockdown assist I’m sure. Going back to beam assist though, it helps Fortune have an even more oppressive neutral. She can also use it for interesting and tight reset strings like s.HK(1) + H Theonite Beam > L Fiber, and then you simply pick left/right/high/low/throw.

DHCs… oh boy. So! Robo does not have a safe DHC into Fortune at all. Catastrophe Cannon only combos into Fortunes supers at really close ranges, [H Danger > Catastrophe Cannon] would be the max range. If you still have OTG left in your combo, and you cancel Magnet super fast enough, then you can still get the sliding knockdown from head-on Cat Scratch Fever. Fortune into Robo is not safe either outside of DHCing into Robo’s Systemic Circuit Breaker. Doing Cat Scratch Fever into Magnet is still minus, but not punishable, and only if they haven’t pushblocked yet. If you have to reversal with it, then you want to cancel Cat Scratch Fever on the very first scratch into Magnet to not give your opponent the chance to pushblock. Feral Edge has the same issue, except Robo is even more minus afterwards, and only “safe” if they’re too far away for their jab punish. That said, Fortune’s full combo into Cat Scratch Fever > Catastrophe Cannon is one of the most damaging 2-bar DHCs in the game.

In conclusion, you can run these 2 as either a duo or a trio. Fortune can dominate neutral when backed by H Theonite Beam so far as to not even let your opponent play. But you can also run Robo backed up by H Fiber Upper, and as long as you play smartly, you can very well keep your opponent away until you get a clean hit. However, there are many characters that can complement both Fortune and Robo, especially since they’re both batteries. Squigly and Double are two characters that immediately come to mind who can both provide assist options that both Robo and Fortune appreciate and can spend all of the meter the cats are building. Parasoul, Cerebella, Painwheel, Peacock, ♥♥♥♥♥, and Beowulf to a lesser extent. Overall, Robo and Fortune is a pretty malleable shell that can be changed around depending on how you like to play.

Painwheel
Painwheel and Robo are not the most common pair as both of them are rarely seen in all levels of play. However, the two can make quite the pair when put together. Both characters benefit from each other’s assists in one way or another. Robo can use H Pinion Dash for a variety of things, from zoning to throw conversions, even as a way to get resources. An assist like this enables Robo to pick almost any other character since Pinion dash has almost everything Robo would want in assist. The only thing H pinion doesn’t have is invincibility so it can’t work as a DP assist. Another small issue with H pinion is that it takes careful planning because the assist does have some start up to it. On the plus side, if the assist is blocked, pinion will push the opponent away a little bit and if they try to punish it Robo can just beam them to stop a full punish on the assist. It functions as a means to convert from a throw meterlessly by OTG-ing with a well timed beam with pinon in the back for a roughly 5-6k conversion. As a combo tool, it is one of the few assists that allows Robo to combo from her s.HK meterlessly. Doing so also gains robo one head that she can use later on to up the damage in her combos from bad to average.

H beam improves Painwheel’s already strong neutral game, and enables her to do quick left/rights after doing a launcher with her flight and calling H beam to keep her safe. H beam also allows Painwheel to be a sort of pseudo-zoner since H Beam will allow Painwheel to charge her nails without worrying about getting hit. Since Painwheel doesn’t have to worry about getting hit, Painwheel gets to cover more ground and can can try to force people to hang themselves by putting them at risk of getting hit by a well spaced j.MP. However, Robo does not take Painwheel for granted.

These two also have decent synergy in terms of DHC options. Robo can be made safe from all her supers using Hatred Install DHC making sure that Robo does not get killed on a bad read and in some cases turning the tables in the pressure game. Painwheel to Robo is a bit more difficult, Robo can make Buer Thresher safe but not enough for Robo to begin any type of pressure, she must block. Unless Robo has 3 bars, it’s difficult to make Painwheel supers safe. Another thing in synergy is the fact that 5HP enables Robo to tag to Painwheel at any moment during her combo for a meterless way of switching characters which can be handy in a pinch if you have no meter and Robo is dying

Overall, Painwheel and Robo are great at making each other better at what they are already good at. However, they do not have any ways to cover each other’s major weakness (bad reversal options), so running a third character with a DP assist will work wonders for this team. In a duo, you can run the team in any order you want. In a trio I would play Painwheel/DP/Robo or Painwheel/Robo/DP.

Team Composition and Synergy (Parasoul-Peacock)

Parasoul
If Double isn’t the character for you, but you still want the utility that Double gives Robo, Parasoul is the next best option. The team synergy between these two is amazing. Parasoul benefits a little more from Robo than the reverse, but that doesn’t mean Robo doesn’t get huge benefits from teaming up with the Princess. Napalm Shot and Napalm Quake offer Robo some things she normally wouldn’t have access to. Napalm Trigger is your standard DP assist that Robo can utilize as such, but unlike most DP assists Napalm Trigger has some pretty misleading horizontal range. It reaches way further than you would think! H Napalm Shot is my personal favorite. Gives Robo a full screen hit confirm into Cannon super via grounded L Beam + Shot > Cannon. Besides that, it gives Robo what I like to call a “ghetto DP” Assist. To elaborate, if it makes contact with the opponent or their assist, Shot will linger on the screen for what seems like 10 years when you’re on the receiving end of it. This can provide Robo with another projectile for the opponent to worry about, complimenting her zoning even more when it makes contact and sits in the middle of the stage priming to explode. Napalm Shot also allows Robo to combo 3 H Dangers in the corner which I don’t believe she can do with any other character. H Danager is Robo’s damage ender, combining 3 of these in the corner on counter hit can lead to some serious damage and with the right combo almost 80% meter gain.

Partnered with H Beam Parasoul becomes an incredibly dominant character. H Beam will cover a lot of Parasoul’s gaps in her zoning, effectively allowing her to keep her opponent out longer than she would alone.. Calling Robo and shooting M Napalm Shot covers pretty much all of the screen at once, which is something Parasoul can seldom do by herself with ease. Setting up Napalm Tosses to create a dangerous situation for your opponent takes time, Beam makes sure you have that time. s.HP(Saw), the other commonly used Robo assist, is also great for Parasoul, although it doesn’t offer as much as Beam, it still provides great lockdown and unlike Beam, can be used to make Pillar safe-ish on block the way Pillar + L Bomber would. Saw is armored, and multi hitting, vacuums on block and hit, all while holding the opponent in place for a substantial amount of time. This gives Parasoul the perfect opportunity to start her mix-up game.

This Duo’s DHC synergy is right up there with Double’s, but not quite as good in my opinion. It offers safe DHCs across the board… kinda. Sniper > Magnet is always safe so long as Bella didn’t reflect the Sniper or PW doesn’t armor through it. Cannon > Bikes is marginally safe depending on distance. Most people don’t know how to correctly push block Cannon super and will promptly be pushed close to full screen where you can then DHC into Bikes and be completely safe. I don’t recommend ever DHCing into Sniper Shot unless you are as far away as you can possibly be. Bikes > Magnet can be safe depending on proximity, as Motor Brigade Super is very similar to ♥♥♥♥♥’s fireball super in the respect that; if you’re close enough, it is very easy to PBGC punish. Parasoul’s Lv.3 does a very high amount of damage, and with the latest patch she can now DHC out of it while leaving her soldiers on screen to continue firing at the opponent. An almost instant DHC into any strength of Cannon super will completely decimate their life bar. This is easily one of the most damaging DHCs in the game.

I wouldn’t recommend playing these character on duo. A strong anchor would be my preference because any situation where Robo is left alone is a bad situation. In a trio I would run Para in the first or second positions, Robo in the second or last position, and the third character wherever they fit.

Peacock
Peacock and Robo’s synergy is less about covering each other’s weaknesses, and more about making their strengths stronger. Peacock’s s.HP assist gives Robo a good lockdown assist and fullscreen projectile to help your zoning. She can also use it to call missiles mid-combo and combo those missiles into Peacock tag. Peacock’s M bomb also helps Robo’s zoning since they have to jump to avoid it and unlike s.HP, it deals chip damage. Peacock’s L bomb can be used as an assist to keep Robo safe because of how long it stays out.

Peacock loves Robo’s H beam assist. It has very long startup so it can be hard to make enough space to call it in neutral if it’s your only assist, but once you successfully force the opponent to block a beam assist it can be hard for them to escape your projectile lockdown. Mine assist and missiles assist are also an option. Mine assist can make a certain area of the stage off-limits and make peacock’s zoning even better. Missiles assist can be used to lockdown the opponent from a distance as well as doing a decent amount of chip damage. Be careful though, calling headrone assists makes the assist summon heads in neutral (especially missiles), which an put you at a huge risk of getting happy birthdayed. So only use them if you have another assist that you can call in neutral e.g. peacock/brass/missiles.

Peacock and Robo have very damaging supers with their DHCs. Lenny->cannon DHC is 4f pre-flash startup and it only gives them 1 or 2 frames to react post flash, so it’s AMAZING for whiff punishing and it deals huge damage as an assist punish. During the flash for Lenny, you can check if the opponent is doing anything and DHC into beam super for massive damage, and if they were not doing anything you can just use Lenny as a zoning tool. You can also get a combo afterwards by using Robo’s magnet super to pull the opponent in, or you can cash out on damage by linking into cannon->argus after the Lenny explosion. Cannon->Lenny also works as a safe-ish DHC from most ranges.

Both team orders work well. Both characters struggle equally on incoming, both characters get a lot out of each other’s’ assists etc. DHCs deal insanely high damage in both orders (cannon->argus, argus->cannon, argus->level 3 cannon). Robo struggles less than Peacock at round start, but she can’t tag combo to Peacock without Peacock s.HP assist. Peacock builds more meter than Robo, but Robo’s meter gain is still fairly strong. In the end, it all comes down to personal preference. Playing these characters as a duo will give you a glass cannon team that deals huge amounts of chip damage via zoning at the expense of having poor defensive options. If you want to play them in a trio, adding a third character with an invincible assist will fix these problems and give you a very powerful team.

Team Composition and Synergy (Squigly-Val)

Squigly
Squigly and Robo have surprisingly good synergy with each other. Squigly’s Drag’n’Bite assist works like filia’s hairball and can be used as lockdown assist to go for a mix-up, build heads, or back off. It’s not a fantastic assist for Robo but Squigly doesn’t have a lot of options for assists for Robo.

H beam really helps squigly in neutral since it controls such a large portion of the screen. Combine H beam assist with squigly’s j.HP and you can cover the top and the bottom of the screen in hitboxes that the opponent has to deal with. H beam assist also allows squigly to safely charge her stances in neutral which is pretty good.

A lot of the synergy in this team comes from their supers. Squigly’s orb super gives the team a safe DHC that works in both orders. It also leaves a lingering hitbox on the stage which can help Robo’s zoning. Another cool part about their DHC synergy is that you can do an unblockable set-up with the two, Squigly’s sing special move pulls the opponent close and creates a corner mid-screen. When this move is charged by squigly’s stances, the move gets a super freeze that puts the opponent in hitstop and prevents them from doing anything for a few frames afters the superflash. You can create unblockables by using charged sing and doing Squigly’s daisy pusher super if they were grounded during the superflash, or by doing charged sing into SBO then DHC into magnet super if they were airborne during the superflash. This is a powerful tool that can make you very oppressive once this team hits you.

Overall, Squigly and Robo are powerful when put together and can control neutral very well, they both have the same weakness of lackluster defensive options. So I highly recommend playing a third character with a DP assist to help them get out of bad situations. If you play a duo I would recommend playing Squigly/Robo due to how much Squigly benefits from H beam assist. If you play them in a trio, you can run the Squigly and Robo wherever you want, but I would make sure Robo is either the middle or last character so that both characters can benefit from her assists

Valentine
Valentine and Robo both give each other powerful assists that greatly benefit the other. Val’s H Savage Bypass assist not only gives robo a nice chunk of damage at the start of combos, it also allows Robo to combo after her beams meterlessly from almost fullscreen. This makes Robo’s zoning very dangerous since almost any stray hit can lead to a combo. It can also combo after Robo’s s.HK meterelessly which makes this normal a bit more viable as an overhead.Even if the opponent blocks H bypass, the move will push them backwards and give Robo more space to zone. One of the best assists for Robo in the game.

Robo’s H Beam assist also allows Val to cover more angles when zoning while also giving her a safe approach if she wants to rushdown. It can also allow Val to load vials mid-combo which something that Val loves in an assist. H beam also can be used as a way to keep someone in blockstun after a hard knockdown set-up, which allows Val to safely go for a mix-up that the opponent has to block.

Val and Robo have pretty lackluster DHC synergy. They can combo after each other’s supers but they don’t have any real uses aside from that. Scalpels into Magnet super can work as a safe-ish way to get Robo in, but scalpels doesn’t have start-up invulnerability so I wouldn’t rely on it a way to get out of bad situations.

Overall, Val and Robo are a pretty strong pair but since they share the same weakness of mediocre defensive options, so I would always run them with a third character with a DP assist. Team order should Val/DP/Robo or Val/Robo/DP. If you really want to you can run Robo/Val/DP but you’ll be losing out on Robo’s very powerful H beam assist.

Matchups (Beowulf-♥♥♥♥♥)

Beowulf:
The Beo MU is all about staying airborne. Beo’s mobility is on the slow side and he doesn’t have many safe approach options without using an assist so zoning him out isn’t that difficult. He also doesn’t have many ways to swat you out of the sky, so don’t be afraid to jump a lot. The biggest issues in this MU are Gigantic Arm and chairless sweep. Arm Super is a fast high damaging super that will blow through your zoning and potentially give Beo a combo afterwards. This makes using beam in neutral very risky and forces you to play a bit more cautiously. You can deal with arm by zoning from a height that it can’t reach you from. At certain ranges, Robo can use the brief invincibility frames on her magnet super to avoid getting, however it is pretty risky. I would only use that if you’re 100% sure that it will work. Chairless sweep is annoying since it can go through any of robo’s ground zoning attempts and force her to stay grounded because of pre-block. Just try to stay in the air and poke at beo from the skies and this MU should be fine.

Big Band
The Band MU is a pretty weird matchup and is incredibly frustrating for both sides to play. Robo’s zoning and mobility makes it very easy to dominate Band in neutral and Robo’s cr.MK allows her to call out some of band’s attempts to armour through your zoning. Robo can make Band’s life very difficult throughout the entire match, but if he makes one good read the MU completely flips
Band’s parry can allow him to close the distance very quickly and put himself in a range where he can use Brass Knuckle to blow through your zoning with ease. Robo’s damage is also so low that Band really doesn’t have to worry about being punished for making a wrong read. Once Band touches Robo, she will typically die very quickly due to her horrible defensive options. The way I always describe the match-up is that Robo is taking an easy 10 question test, but if she gets one wrong she fails and that Band is taking a very hard 10 question test, but only needs to get one right to pass

Cerebella
This MU is kinda like the band MU where you do very well in neutral but lose the second they get close to you. Bella has some tools like reflect and tumbling run which force you to play neutral a bit differently than you normally would but it still shouldn’t be to hard to outplay her. Bella’s movement is kinda slow so use your amazing mobility to run circles around her and avoid all her attempts to get close to you. Just make sure you don’t get too obvious with your zoning. One good reflect or dash-jump from bella can put you range of bella’s fantastic normals which is something you really don’t want to deal with as robo. Just be careful with everything you do and you should do fine in this MU

Double
The Double MU is a pretty hard one for Robo. Double’s double jump allows her to avoid your zoning with ease. You also have to worry about car super shutting down your zoning and leaving you in a bad spot. When you have 3 bars, you can cancel whatever you’re doing into det mode super and which let’s you block Double’s car on reaction or you can stand still and watch it go straight through you, taking no chip or damage what so ever in the process. This can make the MU a lot easier. Double’s gunshot special can also be somewhat annoying to deal with since she can snipe some of your zoning attempts due to it’s fast start-up. However, if you do read that double will use L gunshot, you can preemptively dash forward and sweep and get a full combo punish on Double. Double’s damage is a bit on the low side so you might have more chances to escape her setups, but her great mix-ups and resets make that very difficult. The best thing to do in this MU is to try and stay in the air and snipe double with a beam anytime she tries something, while staying out of the range of H Luger whenever possible.

Eliza:
The Eliza MU is about keeping your distance and sniping everything she does. The biggest threat in this MU is Eliza’s cr.HK. Eliza’s cr.HK has unlimited projectile armour which lets her slide through some of your zoning without taking much damage, but if your reads are there you can preemptively dash and sweep the boat with c.MK and get a full counter hit punish since Robo’s c.MK is slightly disjointed at the toes. What makes this so frustrating to deal with is that she can cancel cr.hk into specials like Upper Khat (an invincible reversal that leads to full combos) and Dive of Hours (a “projectile” that comes from the sky that leads to full combos). Both of these specials can be very infuriating to deal with if the Eliza player makes the right read but they can still be avoided. If Eliza get’s close to you, her oppressiveness and high damage will make quick work of you, but don’t be afraid to use s.HP, RAM, c.LP, or even L Danger to escape since Eliza’s normals are a bit on the slow side Robo also has a very easy time dealing with Eliza’s second form called Sekhmet. When Eliza becomes Sekhmet, she’ll turn into a skeleton monster that has permanent hyper armour (attacks can only be interrupted by throws, hit grabs, or snapbacks) and deals massive damage while her meter drains at a fast rate. Robo can easily deal with sekhmet by doing s.hp to absorb whatever attack Sekhmet tries and can immediately cancel s.hp into a snapback for a full combo conversion.The best way to play this MU imo is to stick to the sky and stay far away from Eliza so you don’t have to worry about being hit by sweep and have time to react to anything she tries to do. Something worth noting: Eliza can’t crouch standing M Beam, this makes it a very difficult match up for Eliza since she isn’t able to freely move on the ground.

Filia:
The Filia MU is kinda like the Bella and Band MU where Robo absolutely destroys them in neutral, but one good hit and it’s GG for Robo. Robo has great ways of dealing with filia’s approach options and can easily shut down instant air dashes without much effort. Also, if Filia ever commits to an option, you can easily avoid her by dashing or doing superjump j.HK away from her. Just make sure to not get too predictable, Filia’s fast movement means that if she makes the right read she can go from fullscreen to your face in an instant. Filia has probably the best offense in the entire game which means getting hit is REALLY bad for a character with defense as bad as Robo’s. The way I would play this MU is to play more reactionary instead of predictionary. Try to make filia pick an option and then punish her accordingly instead of trying to auto-pilot zone against her.

♥♥♥♥♥
The ♥♥♥♥♥ MU is a very weird one since you can easily avoid each other’s zoning, but neither of you want to try and rushdown. Robo’s mobility allows her to avoid most of ♥♥♥♥♥’s projectiles, but ♥♥♥♥♥ can also use her double jump and projectiles to alter her air momentum, which makes her somewhat difficult to hit with beams. ♥♥♥♥♥ can also use her fireball super to punish you for using beam at the wrong time. However if she does it at the wrong time you can easily avoid it by superjumping or using L danger to lower your hitbox. The neutral in this MU is kinda awkward because of this but I suggest staying at superjump height and using L beam since it covers the most ground. If you can force ♥♥♥♥♥ to come to you, her lackluster mobility will start to show and the MU becomes much easier. ♥♥♥♥♥ has a very powerful reset game so once she gets close to you, Robo will die very quickly. The way I would play the MU is to be evasive as you can and focus more on avoiding ♥♥♥♥♥ and only beaming when necessary.

Matchups (Ms.Fortune-Valentine)

Ms.Fortune
Ms.Fortune is without a doubt, Robo’s worst match-up. One of the big issues in this MU is Fortune’s double jump. Fortune curls up into a ball for her jump animation which makes her hitbox incredibly small and difficult to hit and allows her to close gaps without much effort. Another issue in this MU is Fortune’s dash. Fortune’s dash is very fast and has a low hitbox which allows her to run under M and H beam and get in your face to punish you for trying to zone her. Fiber upper can also go through some of your zoning attempts from mid-screen. Fortune also has an amazing reset game and good damage which means getting hit is gonna hurt a lot. The one thing Robo has going for her is that she can stay in the air without much worry because Fortune’s air normals are pretty meh and fiber upper is her only real option to get you to come down. The best thing to do is stay in the air and avoid taking any unnecessary risks or else you’re in for a bad time.

Painwheel
Painwheel is a weird MU where both of you want to get a life lead and force the other one to go in. Painwheel’s flight allows her to avoid your beams much easier than other characters and stay in area that’s kinda hard to hit. Her flight also allows her to easily avoid H beam and go in for a full combo punish, so avoid doing that move unless you’re 100% sure it’s going to hit. Painwheel can also use her armour to absorb the damage of your beams and continue doing whatever she was doing which something you should pay attention too. If you manage to get heads and use H headrone you can force Painwheel out of flight which is a chance to get in and do some damage. Robo’s great mobility can also be used to run away from painwheel if she ever gets too close to you. Overall, just focus on maintaining a life lead and punish Painwheel’s attempts to stop that. If Painwheel has the life lead, focus on building heads so you can force her to stay still with H headrone and go in to deal damage.

Parasoul
The Parasoul MU is all about being careful and not taking any unnecessary risks. Parasoul’s lackluster mobility makes avoiding her pretty easy and Robo’s beams are faster than Para’s napalm shots so you should win most zoning wars against her. The biggest threats in this MU are M soldier and Sniper Shot. M soldier causes one of Para’s soldiers to jump in front of her and absorb all projectiles. This move lasts for a pretty long time and can make zoning Para a little frustrating since this gives Para time to set up her own zoning or try to close the distance. This move has a pretty long cooldown, so she can’t do it over and over to make a wall. She also can not do any other of her soldier specials while he is out which makes it a bit more bearable. Sniper Shot is a super where Para calls for an offscreen sniper to take a shot on you. The shot tracks and will wait until the opponent leaves invincibility frames before firing a shot that crumples opponents. If Para ever reads one of your beams or an attempt to escape with j.hk, she can use this super and put you in a very bad position. Most Para’s will only do this when you’re far away from then or if they have meter to DHC into another character so you can play around it somewhat. If Para does the super with only one meter that MU becomes much easier since you no longer have to worry about being punished from fullscreen. The way I play this MU is to play reactionary and try to bait out M soldier and Sniper Shot and keep her as far away as possible.

Peacock
The Peacock MU is a really annoying one that revolves around one of you getting the first hit and winning the game from there. Robo does have way better mobility than most characters so she can avoid some of Peacock’s zoning better than others. If you manage to hit Peacock you can mix her up pretty easy due to her below average defense. Robo’s beam also goes through Peacock’s bombs and can still hit her which is something to keep in mind for this MU. L beam goes through L and M bombs and M beams goes through H bomb. Robo can also use s.hp to armour through some of Peacock’s zoning but keep in mind that peacock can still punish you for a lot of damage if you use it a bad time. If Peacock starts locking down Robo with one of her zoning patterns, Robo will kinda struggle escaping and will take a lot of damage trying to get out. So try to stay in the midscreen/round start range as much as possible.

Squigly
The Squigly MU is kinda weird. Squigly has lackluster mobility but her double jump can make zoning somewhat annoying since she can quickly change her momentum. The biggest reason Squigly’s double jump is annoying is because of her j.hp. Squigly’s j.hp can be used to poke you from a distance and hit you out of beam start-up. This makes ground zoning frustrating since she can somewhat reliably hit you from a distance. This is also good at shutting down robo’s evasion since it covers both Robo’s ground dash and her super jump range. One thing Robo excels at in this MU is preventing Squigly from getting stance charges, which is where most of Squigly’s strengths come from. Robo can L or M beam Squigly any time she tries to build a charge in neutral due to beams fast startup. If Squigly does manage to hit you without a stance charged up her offense will be way less effective and you are much more likely to survive whatever she does. The way to play this MU is to just try and prevent squigly from building charges and try to bait j.hp.

Valentine
The Valentine MU is one of Robo’s harder ones but it’s definitely winnable. Val’s great mobility allows her to avoid beams way better than most characters. However, Robo’s mobility is also good enough to avoid Val’s zoning which forces her to get more aggressive than usual. Val can also use her H Bypass to instantly close the distance and convert into a full combo if you leave yourself open. This is unsafe so make sure to punish her if she tries doing it. Val has a pretty good reset game so if she catches you it’s usually over for Robo. Val also has a lot of multi-hit moves so she can blow through s.hp with ease, so I don’t recommend using unless you absolutely have too. Val really can’t do too much from fullscreen so the way I play the MU is to poke at her and to try bait her into doing risky moves like Savage Bypass and punishing her for it.

Conclusion

After 6 months of work we’re finally done with the Robo-Fortune Guide. Thanks to all the people who helped me write this (Mr Peck, Stuff, PME, Silktail, Dud, and Sunset Radiance). We hope that it’ll be a great asset in learning how to play Robo-Fortune. I also wanna thank Rabbelflaggers and the rest of the people who worked on the Beowulf guide for allowing me to use their format for the Robo guide. If any new developments happen with Robo-Fortune, I plan on updating the guide to reflect that.

If you want to more learn about how to play Skullgirls don’t be afraid to go to the official forums and discord to ask questions about the game.

Official fourms
[link]

Main SG discord
[link]

PSN discord
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Here is the link to Beowulf Guide if you are also interested in playing this character
[link]

SteamSolo.com