Skullgirls 2nd Encore

Skullgirls 2nd Encore

120 ratings
How to be a decent Robo-Fortune main
By [FL]Fatso on the run™
In this guide, I will show you how to main Robo Fortune on a beginner/intermediate level.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Hello there Player!

In this guide I will show you a few moves and combos that you can easily learn and use.

I will first go through the most useful moves Robo-Fortune has and how and when you could use them.

Then we'll take a look at the some combos followed up by some blockbusters.

And last, but not least, we'll look at some of Robo-Fortune's special moves.

Let's get to it.
Useful standing attacks
Standing medium punch
This move is often used after doing an air combo and can be easily chained into heavier attacks.












Standing heavy punch
This move is effective because of its armor property and its deploy time.
Sure, it takes just as much time to deploy this as any other heavy attack but the armor makes it exceptionally great for avoiding hitstun from attacks like Big Band's "Brass Knuckles".

Keep in mind that this attack isn't effective against zoners or characters that can put out a constant amount of damage. Nor does it shield you from sweep attacks.



Standing medium kick
This move is useful if you need to pull people down from the air.













Standing heavy kick
This move is literally a golf swing and must blocked while standing up.
It launches your enemy towards the edge of the map and is useful if you do a sweep attack before it and a blockbuster after it.










Standing light punch and standing light kick are in my opinion too generic to be considered useful, but they're still a viable during a combo so don't refrain from using them.
Useful crouching attacks
Crouching heavy punch
This is Robo-Fortune's launcher. She uses this to send people up in the air so that she can start doing air combos.





Crouching light kick
This attack is useful because it's able to hit enemies who bounced off the ground. Hitting a bounced enemy enables you to extend your combos.







Crouching medium kick
This move is a sweep attack. And a rather useful one because of its long duration and its ability to propel Robo-Fortune forward.

Although, you are vulnerable to just about any attack while preforming this so be wary of what your opponent is doing.

Crouching heavy kick
This move isn't that effective.
The only way you can harm your enemy with this attack is if your opponent is jumping over you and forgetting to block at the same time or if he/she is airdashing above you.
But it has the ability to spawn a "headdrone" (We'll look into that later).






















Light crouching punch and medium crouching punch is, just like before, too generic to be considered special, but is definitely not useless.

Useful jumping attacks
Jumping light punch
This move is good for poking against enemies who are standing on the ground.



















Jumping light kick
This move is good for poking against enemies who are in the air or airdashing.










Jumping medium kick
This move is also good for poking against enemies who are on the ground.

It has more range than light jumping punch but takes a bit more time to deploy.

One more thing to know about this move is that Robo Fortune doesn't land during the startup of it.
If this move performed right before she lands, you will be able to do an aerial beam attack unexpectedly close to the ground.





These attacks are also useful for extending Robo Fortune's air combos.




Jumping medium punch
This move deploys faster than heavy jumping kick but deals less hits.

It's also useful when poking your enemy and can be chained with j.LP.











Jumping heavy kick
This move deploys slower than medium jumping punch but deals more hits.

An important thing about this attack is that it doesn't always hit opponents whose hitbox is smaller than others.




These are Robo Fortune's most useful jumping attacks.
The amount of hits you can put out with each of these attacks is extraordinary compared to all the other characters who can only put out 1 to 6 hits per jump.



Jumping heavy punch
This move is quite special. It's a single hit attack but the duration of the attack makes it useful for poking against enemies who are busy blocking low attacks.

However, it's difficult to chain this attack into a combo because it pushes you away from your opponent.


Combos
There are a few phrases and abbreviations you need to know before doing combos.
  • Standing = s.
  • Crouching = c.
  • Jumping = j.

  • Next move = →

  • Any punch button = P
  • Any kick button = K
  • Light punch = LP
  • Medium punch = MP
  • Heavy punch = HP
  • Light kick = LK
  • Medium kick = MK
  • Heavy kick = HK
  • Moving away from your opponent, then moving towards your opponent while attacking = Charged attack
  • Pushing down 2 punch buttons simultaneously = PP
  • Pushing down 2 kick buttons simultaneously = KK
  • Pushing down a punch and kick button simultaneously = PK or KP
    (PK and KP are the same thing)


  • Down-down+forward-forward = Quartercircle forward
  • Down-down+backward-backward = Quartercircle backward

  • Running towards your opponent = Dash forward
  • Running away from you opponent = Dash backward

  • Avoiding further damage by moving towards you or away from you = Tech roll
  • Repeated usage of a certain attack or move = x2 or x3
  • Infinite Protection System = IPS
  • Breaking away from a combo by pushing you away from your opponent = Infinity breaker

Combo 1: Magnetic Trap Version
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.MK → j.HK → s.MP → s.MK → s.HP → Quartercircle forward + HK → Quartercircle forward + KK

Combo 1: Laser Cannon Version
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.MK → j.HK → s.MP → s.HP → Quartercircle forward + MK → Quartercircle forward + PP

Combo 1: Laser Cannon Golf Swing Version
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.MK → j.HK → s.MP → s.MK → s.HK → "Quartercircle forward + PP"

c.LK and c.MP can be skipped if these attacks doesn't reach your opponent.
j.MK can be exchanged with j.LP → j.LK if you like.

Combo 2
c.LK → c.MP → c.MK → c.HP → JUMP → j.LP → j.LK → j.HK → JUMP → j.LP → j.LK → j.HK → s.MP → s.MK → c.HP → JUMP → j.MP → j.HK → j.MK → j.HK → Quartercircle forward + HP

Combo 2: If your j.HK doesn't connect
c.LK → c.MP → c.MK → c.HP → JUMP → j.LP → j.LK → j.MP → JUMP → j.LP → j.MP → s.MP → s.MK → c.HP → JUMP → j.MK → j.HP → Quartercircle forward + LP

Combo 3
c.LK → c.MP → s.HP → Quartercircle forward + HK → Dash forward → c.LK → c.MP → s.HP → Quartercircle forward + HP

You can only use this combo if you know that your opponent doesn't know how to tech roll.

Combo 3: The follow-up
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.MK → j.HK → s.MP → s.MK → s.HP → Quartercircle forward + HK → Dash forward → c.LK → c.MK → s.HP → Quartercircle forward + HK or Quartercircle forward + HP

You can use "Quartercircle forward + HK" if you got your opponent cornered.
You can use "Quartercircle forward + HP" if your opponent is not cornered.

Keep in mind that after the second "Quartercircle forward + HK" none of your lasers or magnetic trap blockbuster will have any effect.

This follow-up is only useful if you know that your opponent doesn't know how to tech roll.

Combo 3: Cornered Laser Cannon Version
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.MK → j.HK → s.MP → s.MK → s.HP → Quartercircle forward + HK → Dash forward → c.LK → c.MK → s.HP → Quartercircle forward + MK → Quartercircle forward + PP

110 hits if you pop the level 5 blockbuster at the end of this combo.

Combo 4
c.LK → c.MP → c.MK → c.HP → JUMP → j.MK → j.HK → JUMP → j.MK → j.HK → c.LP x2 → c.MK → c.HP → JUMP → j.LK → j.MP → JUMP → j.LP → j.MP → One of the suggested endings

During the second j.HK you have to throttle down so that your c.LP will connect.

Combo 4 Ending: If your opponent is close to you
s.LP x2 → s.MP → s.MK → s.HP → Quartercircle forward + HK → Quartercircle forward + KK or Quartercircle forward + PP

Combo 4 Ending: If your opponent is far away from you
s.LP x2 → s.MP → s.MK → s.HK → Quartercircle forward + PP or Quartercircle forward +KK

Combo 4: If j.MK or j.HK doesn't connect properly
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.MK → j.HK → s.LP → c.MK → c.HP → JUMP → j.LK → j.MP → JUMP → j.LP → j.MP → s.MP → s.MK → s.HP → Quartercircle forward + HK → Quartercircle forward + KK

Combo 5
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.LP → j.MP → s.LP x2 → s.MP → Quartercircle forward + LK → Quartercircle forward + KK

Combo 5: If you have an extra level of tension to spare and you want to mess with your opponent a little
c.LK → c.MP → c.MK → c.HP → JUMP → j.MP → j.HK → JUMP → j.LP → j.MP → s.LP x2 → s.MP → Quartercircle forward + LK → Quartercircle forward + KK → c.LK → c.MK → s.HK → Quarter circle forward + KK

Cancel the first magnetic trap blockbuster by tapping KK instead of holding it down. That will send your opponent flying right past you.

The second magnetic trap blockbuster is supposed to be held down.
Robo-Fortune's special moves
Head-drones
This is a headdrone.
You can spawn a headdrone by doing a c.HK.

Headdrones can do 3 things:











They can ram themselves into your enemy.
Ramming headdrones can be destroyed by any hostile projectile.











They can place themselves in the ground and act as a mine.
Mines takes approximately 8 seconds to detonate unless your enemy steps on them.









They can fire 3 missiles.
Missiles can't be detroyed but they're easy to block.




















Remember, if you have 2 or 3 headdrones active when you order your headdrones to fire missiles, they will fire them all at once instead of one by one like the other headdrone actions.



















Laser: Theonite beams
Robo-Fortune's theonite beams are the most effective tools she has if you want to be a zoner.
They're better than Fukua's orbs but worse than Peacock's bombs and cannon/bowlingballs.




















































Aerial lasers are just like the ground lasers except for "Quartercircle forward + LP" which shoots diagonally down towards your enemy.




















































It is possible to combine lasers and headdrones but spawning headdrones and ordering them to do something leaves you open for enough time for your opponent to get closer to you or counter attack.




Rotation moves
Rotation attacks are useful during and after combos but can also have other functions.

This move works if you need to pull down opponents form the air and fling them away.
It deploys faster than s.MK but you need to time this attack perfectly if it's going to be effective.













Not only is this move immune to throws but you can also chain this with a "Quartercircle forward + PP" if you pop it during the middle of the animation.
This attack also pulls your opponent closer to you.










Outside from the fact that it's the heaviest of all rotation attacks, it doesn't really have any special function other than being the most commonly used special move for Robo-Fortune in most of her combos.
You can also chain this with a blockbuster. But on a beginner/intermediate level the magnetic trap blockbuster would be appropriate since "Quartercircle forward + PP" might not always connect.










Helicopter laser kick
Remember Robo-Fortune's j.HK ?
If you do, you may have noticed that you are able to control her flight when using that move.

By pressing your up or down buttons you are able to control the amount of time Robo-Fortune spends in the air.

This is useful if your zoning someone and if you want to attack from an unexpected angle.

You do so by jumping once, hold down your "up" button while doing a j.HK and then you make a "Quartercircle forward + LP".
Finishing notes
In conclusion, Robo-Fortune is a somewhat good zoner and a real menace up-close too.
With enough practice you can make a decent Peacock look bad.

That's all for this guide. I might update it in the future if something is missing or misleading.
Other combos
This section of the guide has nothing to do with Robo-Fortune. Instead, it contains other combos for other characters I like to play but don't main.

Beowulf











Beowulf combo:
c.LK → c.MP → c.HP → JUMP → j.LK → j.MK → Quartercircle forward + LK → Down + P or K → c.LK → c.MP → c.HP → JUMP → j.LP → j.MK → Quartercircle forward + LK → Down + P or K → c.LP → c.MP → c.HP → Quartercircle forward + MP → One of the suggested endings

It is incredibly important that you hit the opponent with c.LP before your opponent hits the ground.

Beowulf combo ending 1:
Quartercircle forward + PP

Your chair will hopefully land on your opponent at the same time as you hit your opponent with Grendel's arm reaching a combo of 19 - 21 hits.

Beowulf combo ending 2:
Quartercircle backward + KK

You can also bait your opponent to do a infinity breaker by doing a c.HP without the chair before your opponent falls to the ground. If you did that the ending would look something like this.

c.HP → Quartercircle backward + KK or Quartercircle forward + PP

However, it might not work if your opponent does a tech roll.


Squigly















Squigly combo:
s.LP x2 → s.MP → s.HP x2 → Quartercircle forward + MK → s.LK x2 → s.MK → s.HK → JUMP → j.LK → j.MK → j.HK → Quartercircle forward + MK or LK → s.LP x2 → s.MK → s.HK → JUMP → j.LP → j.MK → j.HK → Quartercircle forward + HK → One of the suggested endings

The first five normal attacks can be preformed crouching or standing. Doesn't matter.

Squigly combo ending 1:
Quartercircle forward + HK → Quartercircle backward + LK and MK

Use this ending if you activated the IPS and bait your opponent to do an infinity breaker.

If this is perfectly executed, you will be able to preform a pretty decent reset.

Squigly combo ending 2:
Move towards opponent + HP or c.HP → Quartercircle forward + LK → Quartercircle backward + LK and MK

Use this ending if you didn't activate the IPS.

It is important that your c.HP or "Move towards opponent + HP" attack doesn't reach 4 hits.
Otherwise the "Quartercircle forward + LK" will have no effect.


Big Band














Big Band combo:
s.LK → s.MK x2 → JUMP → j.LK → j.MK x2 → j.HK → Tech Roll → c.LP x2 → c.MK → s.HP → JUMP → j.LP → j.LK → j.MK → Quartercircle backward + K → Charged MK or HK → Quartercircle forward + PP

Big Band combo: If your opponent is cornered
s.LK → s.MK x2 → JUMP → j.LK → j.MK x2 → Quartercircle backward + K → c.LP x2 → s.MK x2 → j.LP → j.LK → j.MK → j.HP → JUMP → j.MP → j.HP → Quartercircle forward + KK

Big Band songs:
Funeral Fanfare
(LP + MP) x4 → HK → MP x2 → (LP + MP) x2 → (MP + HP) → (LP + MP)


Eliza














Eliza combo:
c.LK → c.MK → c.HP → JUMP → j.LP → j.LK → j.MP → j.HP → Dash Forward → j.LK → j.MK → s.LP x3 or c.LP x2 → c.MK → c.HP → Quartercircle forward + MK → Dash Forward → c.LK → c.MK → s.HP x2 → Quartercircle backward + HK → Quartercircle forward + PP or Quartercircle backward + PP

10 Comments
Cat_N_Flammen Sep 4, 2021 @ 8:14pm 
Good guide! It is a pity that the guide does not tell about combinations with a steep jump after s.HK :(
D A N G E R ! Feb 22, 2018 @ 4:46pm 
you forgot to mention she double dabs on her jumping heavy punch
June_EB Sep 27, 2017 @ 8:58pm 
I do want to add that you can chain c.mk to c.hk and have it hit, as RF usually travels forward and trips the opponent, allowing her to hit with the head drone itself
Artist of Seer Jul 10, 2017 @ 2:02am 
An extra little thing to add is that Robo's j.MK has some overall weird properties, mainly that she wont land during it's startup. This allows you to do air beams as close to the ground as possible.
Leg Jul 9, 2017 @ 6:38pm 
I didn't think this was going to be an actual guide, i thought this was just going to be one of those sarcastic guide and it was just going to say something like "spam lasers" lol. Good guide!
Kherao Nov 1, 2016 @ 1:45pm 
does big band have an orcorina from loz?
Actrazer Jul 4, 2016 @ 12:24pm 
This is a really good guide, thank's for making it.
fragma balls May 14, 2016 @ 5:56pm 
I was just looking for this!
colelegante May 5, 2016 @ 10:14pm 
Awesome! Thanks for the guide :msfortune:
Liam  [developer] Apr 6, 2016 @ 9:54pm 
Cool!