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机械猫女/组队构筑
阅读
2023-01-20更新
最新编辑:刘笑寒
阅读:
更新日期:2023-01-20
最新编辑:刘笑寒
Assist Strategies
- Resource Building: Robo Fortune thrives with assists that let her stockpile her Headdrones in a combo. This greatly expands her utility: damage, space control, resets, and defensive options become more readily accessible.
- Examples: H A-Train (Big Band), Excellabella (Cerebella)
- Invincible (DP) assists: Lacking in a reliable reversal, Robo Fortune enjoys assists that can help her repel offensive threats.
- Examples: L Bomber (Double), M Beat Extend (Big Band, H Hurl (Beowulf), Napalm Pillar (Parasoul), H Fiber (Ms. Fortune)
- Conversions: Robo Fortune has valuable mixup options with her Throw and s.HK, but lacks meterless ways to convert off of them. Likewise, you can turn her space controlling beams into long range combo starters with assists that force the opponent back towards her. Being able to turn a stray beam into offense threatens any opponents approach and forces them to reconsider their movement.
- Examples: (Assists that do all three) H Bypass (Valentine)
- (Assists that best convert from beams) Drag N Bite (Squigly), Cilia Slide (Double)
- (s.HK conversion assists) M Nail (Painwheel) M George (Peacock), H Hurl (Beowulf), H Hairball (Filia)
- Space Control: Bolstering Robo Fortune's already fantastic neutral game is a fail-safe option. These may not do all of the following, but many assists listed prior also contribute in this way.
- Examples: H Lock n Load or Cerecopter (Cerebella), H Brass (Big Band), H Bypass (Valentine), H Hairball (Filia), L or H Napalm Shot (Parasoul), L Pinion (Painwheel)
DHCs
- Catastrophe Cannon (all versions): Cannon is easily one of the best DHC's in the game. All versions are among the highest damage in their respective meter cost. DHC'ing into cannon removes it's lengthy initial startup, making it a frightening punish tool against opponents caught unprepared. Happy birthday combos can result in killing your opponent's assist character while also inflicting heavy damage onto their point character. This DHC alone makes Robo one of the best utility characters.
- Magnetic Trap: A multipurpose super. This allows Robo to combo off of several supers that otherwise may not allow the point character to follow-up. (Cerebella/s Diamond Dynamo, Eliza's Lady of Slaughter). It also allows Robo to come in an advantageous spot, or makes a blocked reversal super safe. (Parasoul's Sniper > Magnet or Double's Car > Magnet).
- Systematic Circuit Breaker: Robo Fortune's level 3 removes needing situational setups to keep your reversal/Robo safe. The guaranteed invulnerable frames after activation + impending explosion may force the opponent to re-evaluate their offense.
- Circuit Breaker is one of the best Alpha Counters in the game, as Robo Fortune detonates immediately when AC'd in. Despite it being a powerful DHC tool to shift battle, it's equally strong when she's back in the assist slot after activation.
- Good DHC Synergy for Robo Fortune: Some notable combinations for Robo Fortune include the following:
- Robo Fortune Magnet > Painwheel Hatred Install. Trade in Robo's lackluster damage for Painwheel's terrifying damage in install. Robo builds enough meter and buffets the opponent's health enough for most low undizzy Install DHC's to kill by only spending the 2 bars.
- Parasoul Sniper > Robo Magnet. Makes Robo advantageous when the Sniper shot hits after your Magnet DHC. Classic reversal option.
- Robo Magnet > any invincible super. Robo may not have a low cost reversal super, but combining it with another character's level one will blow up any opponent trying to disrespect your wakeup options.
Tagging
Assist Combos
H Updo
- Good DP assist that squeezes more damage into combos and creates new reset opportunities.
- Robo/H Updo Compilation
Pillar
- Similar functions to H Updo.
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
10130 |
2 |
Corner |
Universal |
High Damage corner combo. Needs 1 Head and 2 bars. |
|
A-Train
- Great anti-air hitgrab that allows Robo to gain heads midcombo, allowing for high frontloaded damage.
Note: The videos attached are from a previous patch. The only major differences are the M Danger stagger optimizations.
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
8692 |
1 |
Anywhere |
Universal |
2LK Starter, 0 head start. |
|
|
6909 |
1 |
Anywhere |
Universal |
Throw starter, 0 head start. |
|
|
9312 |
1 |
Corner |
Universal |
Corner 2LK starter, 0 head start. |
|
|
6957 |
2 |
Anywhere |
Universal |
L danger conversion using 236KK pull to convert. 0 head start. |
|
|
8495 |
2 |
Anywhere |
Universal |
5HK conversion using 236KK pull to convert. 0 head start. |
|
H Lock n' Load
- Tacks on some extra damage and can be used to cover 5HK/2LK/Throw reset attempts from 5MP.
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
7131 |
1 |
Anywhere |
Universal, except for Double. |
|
Assist Resets
Two Touch Sequences
Hungern Rush
Notation | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|
|
2 |
Anywhere but corner |
Light and Mediums |
|
External Links