
Breaking away from a combo by pushing you away from your opponent = Infinity breakerĬ.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 + KKĬ.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 + PPĬ.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"Ĭ.LK and c.MP can be skipped if these attacks doesn't reach your opponent.Repeated usage of a certain attack or move = x2 or x3.Avoiding further damage by moving towards you or away from you = Tech roll.Running away from you opponent = Dash backward.Running towards your opponent = Dash forward.Down-down+backward-backward = Quartercircle backward.Down-down+forward-forward = Quartercircle forward.Pushing down a punch and kick button simultaneously = PK or KP.Pushing down 2 kick buttons simultaneously = KK.Pushing down 2 punch buttons simultaneously = PP.Moving away from your opponent, then moving towards your opponent while attacking = Charged attack.There are a few phrases and abbreviations you need to know before doing combos. However, it's difficult to chain this attack into a combo because it pushes you away from your opponent. 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. 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. These are Robo Fortune's most useful jumping attacks. This move deploys slower than medium jumping punch but deals more hits.Īn important thing about this attack is that it doesn't always hit opponents whose hitbox is smaller than others. It's also useful when poking your enemy and can be chained with j.LP. This move deploys faster than heavy jumping kick but deals less hits. These attacks are also useful for extending Robo Fortune's air combos. If this move performed right before she lands, you will be able to do an aerial beam attack unexpectedly close to the ground. One more thing to know about this move is that Robo Fortune doesn't land during the startup of it. It has more range than light jumping punch but takes a bit more time to deploy. This move is also good for poking against enemies who are on the ground. This move is good for poking against enemies who are in the air or airdashing. This move is good for poking against enemies who are standing on the ground. Light crouching punch and medium crouching punch is, just like before, too generic to be considered special, but is definitely not useless. 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.īut it has the ability to spawn a "headdrone" (We'll look into that later). And a rather useful one because of its long duration and its ability to propel Robo-Fortune forward.Īlthough, you are vulnerable to just about any attack while preforming this so be wary of what your opponent is doing. Hitting a bounced enemy enables you to extend your combos. This attack is useful because it's able to hit enemies who bounced off the ground. She uses this to send people up in the air so that she can start doing air combos. 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. 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. This move is literally a golf swing and must blocked while standing up. This move is useful if you need to pull people down from the air. Nor does it shield you from sweep attacks. Keep in mind that this attack isn't effective against zoners or characters that can put out a constant amount of damage. 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". This move is effective because of its armor property and its deploy time. This move is often used after doing an air combo and can be easily chained into heavier attacks.
