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机械猫女/连段
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
数字标向法 | |
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Hit Confirms
- 2LK 2MP 5MK is the standard grounded confirm, as you get to chain two of your lows with an ender that is ±0 on block.
- You will be using j.MP a lot as your aerial confirm as it is very easy to cross-up and chain into your grounded normals. However, this will scale your combo's damage so it's advised to go for a reset as soon as possible if the damage is too low.
- While 2MK is one of robo's most useful tools that leads into a BnB, DO NOT OVERUSE IT as it is -16 on block and none of your cancel options are truly safe. If the 2MK is nicely spaced, your best option will be cancelling into a max-range 5HK for a low/high mixup.
BnB Combos
Beginner
A basic ground chain combo ending in sweep
2LK 2MP 2MK
A basic ground chain combo ending in a special cancel
2LK 2MP 2MK 5HP 236HK
A basic ground chain combo ending in a super cancel
2LK 2MP 2MK 5HP 236HK 236PP
A basic combo with an air combo and and second grounded chain
2LK 2MP 2MK 2HP jLK jMP jHK 5LPx2 5[MP] 5MK 5HP 236HK 236PP
Intermediate
The combos listed here can need some small character-specific timing changes but are universal.
Notes:
- All double jump cancels are forward jumps.
- Hold down during j.HKs performed right before continuing into a ground chain, as it will steer robo down to the ground and give you an easy way to follow up.
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
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6285 |
1 |
Anywhere |
Universal |
Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended. |
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6573 |
1 |
Anywhere |
Universal |
Reliable, more damaging BnB. Requires a bit of delay between inputs in the first air chains in order to get a restand but this should be your main BnB. |
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7331 |
1 |
Corner |
Universal (difficult on some Lights and Double) |
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Conversions
Metered
Magnet Trap (236KK) is a very useful conversion tool, in order to use you have to hold it and release when opponent lands close enough to you, but not close enough that the opponent gets caught in to this super's grab.
This can convert from:
- 5HK (gives enough time to cancel into 2HK before 236KK)
- 236LK/HK (which can be canceled from 5HP)
- Both ground and air throws
You can go into a regular BnB since robo doesn't spend OTG normally unless she wants to be optimal, but IPS will trigger sooner so check 5HK in the solo combo sections for workarounds.
- As shown in the game's fourth trial, Systemic Circuit Breaker (214PP) > dash into buttons can be used to convert from 5HK. This is however something you will not see a lot of use in real situations due to how much meter you spend if you go into a full combo with a lvl 1 ender afterwards. See the "Which in-game trials are useful for a beginner?" section.
Meterless
- If you have a head, you can cancel 5HP into 214MK and then go into a BnB as you would with 5HK~236KK
- If you haven't used your double jump, you can easily convert from an Air Throw by djc-ing forward into 2LK 2MK 2HP. It is universal but Cerebella and Painwheel require a microdash before the ground chain.
- In the corner, you can convert from both throws with just (2LK) 2MP 2HP.
- The only way to convert from a midscreen Ground Throw meterless is by using assists (Ex: Fukua's H Drill).
- Air-to-air and non-standard jump-in conversions can be done by cancelling into j.MP or j.HK [2] in the case of j.LP, j.LK and j.MK.
Enders
- 236PP lvl 1/3/5 are your main way to get decent damage from your combos as Robo has a low damage output.
- 236KK scores you a hard knockdown but it isn't as damaging and is pretty niche overall. You'll ever be using this as a combo ender if you want to go for a specific DHC.
Tips & Tricks
- In midscreen, 5HP 236HK 236PP enders can be replaced by 5HK 2HK 236PP or 5HK 2HKx2 to spawn heads and distance your opponent.
- In the corner, you can end with 5HK 2HK which launches and lets you reset with an air throw.
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
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6285 |
1 |
Anywhere |
Universal |
Good BnB for getting started with Robo-Fortune. After getting comfortable with this combo, moving on to jLK jMK double jump cancel string combos is recommended. |
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6573 |
1 |
Anywhere |
Universal |
jLK jMK djc BnB, more damage but needs more timing. Delay the first j.LK after jumping, then delay the j.MK. Double Jump Cancel and repeat. |
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6768 |
1 |
Anywhere |
Universal |
Good damage and provides an air-throw reset point on lightweights by holding the first 5MP. |
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6940 |
1 |
Anywhere |
Universal |
High damage route, but with difficult timing that can depend on character weight.
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7122 |
1 |
Anywhere |
Universal |
Optimal and really hard route.
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7331 |
1 |
Corner |
Universal* |
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7428 |
1 |
Corner |
Universal* |
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7456 |
1 |
Corner |
Lights |
More consistent (and damage) than the normal corner BNB on lights |
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7145 |
1 |
Corner |
Double/Big Band |
More consistent corner combo on Double and Big Band. |
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7544 |
1 |
Corner |
Universal (Except Cerebella) |
Optimal corner combo |
5HK
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
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6816 |
2 |
Anywhere |
Universal |
Gains 1-2 Heads. Simple combo for comboing off of the dust with meter. |
5HP
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
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5753 |
1 |
Anywhere |
Universal |
Uses 1 head. Simple combo for converting from sHP using 214MK. |
Det Mode
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
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7,532 (9692 with Explosion) |
1 |
Midscreen |
Universal |
Higher damage BnB combo for when Robo is in Det Mode. Use 2MK instead of 5MK for Heavies. |
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7,997 (10,137 with Explosion) |
1 |
Corner |
Universal |
Higher damage Corner BnB for when Robo is in Det Mode. Use 2MK instead of 5MK for Heavies. Back Air Dash for Mids and Heavies. |
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4,740 (6,900 with Explosion) |
0 |
Midscreen |
Universal |
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Double Snap
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
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N/A |
1 |
Corner |
Universal |
No Heads, simple, requires slight timing on the 5LP pickups but not too bad. |
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N/A |
1 |
Corner |
Universal |
Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal. |
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N/A |
1 |
Corner |
Universal |
No Heads, simple and requires no precise timing. |
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N/A |
1 |
Corner |
Lights/Mediums preferred, Tricky on Heavies |
Doesn't require much timing, might be most time/damage efficient |
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N/A |
1 |
Corner |
Universal, but tricky on Lights |
Preferred use on Heavies, otherwise use just sMK sHK cHK |
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N/A |
1 |
Corner |
Lights/Mediums |
Requires little-to-no timing, only need the first micro-walk which isn't too hard. |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
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214HK (3 head + taunt) | 1050 | 1050 | 0 |
214HK (3 head) | 600 | 600 | 0 |
214HK (2 head) | 400 | 400 | 0 |
214HK (1 head) | 200 | 200 | 0 |
214MK | 190 | 190 | 0 |
214LK | 170 | 170 | 0 |
236HK | 17 | 340 | 20 |
236HP | 15 | 300 | 20 |
j.236HP | 15 | 300 | 20 |
236MK | 12 | 240 | 20 |
236LK | 10 | 200 | 20 |
5HK | 9.166666667 | 275 | 30 |
5MP | 8.3 | 166 | 20 |
5HP | 7.466666667 | 224 | 30 |
j.MP | 7 | 140 | 20 |
236LP/MP | 6.5 | 130 | 20 |
j.236LP/MP | 6.5 | 130 | 20 |
2HP | 6 | 180 | 30 |
j.HK | 5.333333333 | 160 | 30 |
2MP | 4.75 | 95 | 20 |
5MK | 4.75 | 95 | 20 |
j.MK | 4.75 | 95 | 20 |
5LP | 4.666666667 | 70 | 15 |
2HK | 4.666666667 | 140 | 30 |
2MK | 4.25 | 85 | 20 |
j.HP | 4.166666667 | 125 | 30 |
5LK | 3.666666667 | 55 | 15 |
2LK | 3 | 45 | 15 |
j.LK | 3 | 45 | 15 |
2LP | 2.333333333 | 35 | 15 |
j.LP | 2.333333333 | 35 | 15 |
Combo Trials
Trial 1 is a single double jump cancel combo ending in unheld 236KK which is okay for learning djcs and how 236KK works, but 2LK 2MK (2HP) is an unsafe starter and 236KK isn't the more optimal super ender damage-wise
Trial 2 demonstrates how you can use 236KK to convert off 5HK 2HK, refer to the 5HK Combo in this page for a more optimal version.
Trial 3 is an useful double djc BnB with a safer on block but non optimal starter, worth practicing.
Trial 4 is a 4 meter 8k damage combo, it demonstrates how Systemic Circuit Breaker dash can be used to convert from 5HK anywhere but with the same amount of meter you can deal 8.9k using the 5HK combo in this page and ending in 236PP Omega.