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Robo-Fortune is a ranged harasser and zoning character, keeping her opponents away from her while still maintaining her offensive potency. Robo-Fortune has many ranged attacks which allows her to sustain a barrage of projectiles while keeping a safe distance from counterattacks, allowing her to avoid retaliation.

As far as her base stats are concerned, Robo-Fortune is purely a wildcard. Unlike other characters, Robo-Fortune has no true stat paradigm, and all of her stats are determined on a per variant basis. While one Robo-Fortune variant might be as tanky as a Big Band Fighter, another Robo-Fortune variant may be a glass cannon.

Robo-Fortune has a Character Ability that allows her to summon a "HEADRONE" that floats near her until it receives a command. Her Character Ability actions are as follows:

  • HEADRONE LAUNCH - Robo-Fortune will crouch down and spawn a new HEADRONE. A maximum of three HEADRONES can be spawned.
  • SALVO - Command ALL available HEADRONES to launch homing missiles at the opponent. The more HEADRONES that are used in this command, the more powerful the homing capabilities of the missiles!
  • RAM - Command one HEADRONE to launch forward towards the opponent. When it connects with something, it will explode.
  • MINE - Command one HEADRONE to plant itself in the ground to become a proximity bomb. It will stay in the ground for a lengthy period of time before exploding on its own. If an enemy gets near, it will automatically explode.

Click here to view her Prize Fight.

Biography

Robo-Fortune is the creation of Brain Drain, the psychic director of ASG Lab Zero, in the likeness of Nadia Fortune and stands as a testament to her maniacal creator’s unmatched pride and petulance. Built to demonstrate loyalty and cunning, Robo-Fortune fails to deliver either to any measurable degree. Employing cutting-edge technology, she sets out to hunt down the Skullgirl, and to engage in easily avoidable conflicts.

Is the ASG Project’s latest creation the ultimate cybernetic soldier? Have Brain Drain’s mechanical machinations set the world on a treacherous path? Is Robo-Fortune’s faulty programming more of a feature than a bug? Has science gone too far?!

Abilities

Character Ability
HEADRONE HARDWARE
Tap the LAUNCH button to launch HEADRONES. Use HEADRONES to ram enemies, set proximity mines, and fire a barrage of missiles!
Marquee Ability: NETWORK PROTOCOL
DDOS
Inflicts POWER SURGE for 5/15 seconds after every 3 seconds while near the opponent
PING CHECK
Gain ENRAGE for 5/15 seconds after every 2 seconds while far away from the opponent
Prestige Ability
GEIGER COUNTER
Robo-Fortune charges this ability each time she gains a BUFF or inflicts a DEBUFF.


CHARGE RATE: 7% per BUFF or DEBUFF. ACTIVATION EFFECT: Robo-Fortune gains 5 stacks of PRECISION and reflects 5/20% of the damage she takes for every BUFF on her or the opponent (max 100%).

Variants

On mobile devices, tap on the variant text to navigate to their page, not their card.

Bronze:

Prototype
Prototype
M-3OW
M-3OW

Silver:

Nyanotech
Nyanotech
Purrminator
Purrminator
Blue Bomber
Blue Bomber
Vector Protector
Vector Protector

Gold:

Terror Byte
Terror Byte
Blue Screen
Blue Screen
Head Hunter
Head Hunter
Persona Assistant
Persona Assistant
Number Cruncher
Number Cruncher
Buffer Zone
Buffer Zone

Diamond:

Overclocked
Overclocked
X-Bot
X-Bot
Reimaged
Reimaged

Special Moves

Icon
Name
Description
Burst
BURST
On HIT, inflict POWER SURGE for 5/7/10 seconds.
Connection Sever
CONNECTION SEVER
Forces the opponent to TAG OUT on HIT, removing all COMBAT EFFECTS.
Fidget Spin
FIDGET SPIN
Has a 25/50/100% increased chance to land a CRITICAL HIT.

Can be used in the air.

Phaser Burn
PHASER BURN
15/25/35% chance on HIT to REMOVE 1 opponent BUFF and inflict STUN for 3 seconds.
Really Talks!
REALLY TALKS!
TAUNT your opponent to gain BARRIER for 10/12/15 seconds.
Rotation Hazard
ROTATION HAZARD
15/20/25% chance on HIT to TRANSFER 1 DEBUFF to the opponent.
Theonite Beam
THEONITE BEAM
On HIT, DISABLES TAG-INS, SPECIAL MOVES, or BLOCKBUSTERS for 5/7/10 seconds. Inflict ARMOR BREAK for 10 seconds if BLOCKED.
Variable Cutter
VARIABLE CUTTER
50% chance on HIT to inflict STUN for 4 seconds and POWER SURGE for 10/12/15 seconds if the opponent is DASHING.

Blockbusters

Icon
Name
Gear Points
Description
Catastrophe Cannon Alpha
CATASTROPHE CANNON ALPHA
3
Level 1 Blockbuster
CRITICAL HITS inflict WITHER for 5/7/10 seconds.
Assault Battery
ASSAULT BATTERY
4
Level 1 Blockbuster
10/15/20% chance on HIT to inflict POWER SURGE for 10 seconds.
Magnetic Trap
MAGNETIC TRAP
5
Level 2 Blockbuster
25/35/50% of the damage dealt is regained as HEALTH. Gain BARRIER for 10 seconds on HIT.

Throw.
Only works on opponents in a knockdown state.

Circuit Breaker
CIRCUIT BREAKER
6
Level 2 Blockbuster
While in detonation mode, HITS reduce BLOCKBUSTER METER by 5/7/10%. Sacrifices 10% of your MAX HEALTH.
Catastrophe Cannon Omega
CATASTROPHE CANNON OMEGA
7
Level 3 Blockbuster
2/3/5% chance on HIT to REMOVE 1 opponent BUFF and deal an additional 2% HEALTH for each BUFF removed. Defeated opponents cannot be revived.

Combos

Robo-Fortune can play as either a close-quarters fighter (rushdown) or a ranged fighter (projectile) but to achieve her maximum potential you need to commit to either one of these playstyles and tailor your moveset to achieve your intended strategy. Mixing strategies in a single combat is not recommended as Robo-Fortune's special moves and Block Busters (BBs) usually belong to either one of these categories and usually only chain between themselves.

Notes

  • L5 means a chain of 5 normal ground attacks. (Usually by tapping 5 times on the screen)
  • Up or Launcher means the normal move that sends your opponent up in the air (Performed by swiping up)
  • A3 means a chain of 3 normal air attacks. (Usually by tapping once right after having launched your opponent)
  • Dash means a dash attack (Swipe right)
  • Trip or Sweep means a trip attack (Swipe down once)
  • Grab refers to throwing your opponent. (Swipe with 2 fingers)
  • Escape is how you escape a grab (Swipe with 2 fingers during enemy's grab animation)
  • Block is a defensive stance (press and hold with two fingers)
  • Charge is a powered attack (Press and hold with one finger for a few moments to charge then release)
  • CA is the character's special ability (Performed by pressing the characters' unique button on the bottom left of the screen)
  • Mid Screen means attacking an opponent when exactly in the middle of the fighting ring.
  • Right Corner means attacking an opponent when his back is touching the right wall.
  • 3/4 Screen means attacking an opponent when exactly between Mid Screen and Right Corner
  • Be aware that some combos may be character-specific due to character weights or hitboxes.

General Notes:

  • Catastrophe Cannon Alpha does not combo naturally after your classic L5 or L5 - Up - A3 combo as the AI is generally smart enough to block BUT an inexperienced opponent may sometimes do nothing resulting in an imperfect combo.
  • If Robo-Fortune performs her taunt successfully, the number of missiles launched per head drone will increase from 4 to 7.
  • You can press headrone to launch an upwards attack if you are very close but it works only against Beowulf and Big Band.
  • If you land Magnetic Trap while under the effects of Circuit Breaker, it quickly drains the buff, usually leading to detonation right after MT.

Rushdown Playstyle

Each of the combos listed here can be preceded by Dash > L5.

  • Trip
  • Up > A3 > Trip
  • Up > Rotation Hazard > CC Alpha
  • Up > Rotation Hazard > Circuit Breaker > CC Alpha (becomes CC Gamma)
  • Up > Rotation Hazard > Circuit Breaker > Magnetic Trap
  • Up > Rotation Hazard > Assault Battery > Theonite Beam
  • Up > Rotation Hazard > Assault Battery > Circuit Breaker > Magnetic Trap
  • (Requires Headrone) Up > Ram
  • Circuit Breaker > L5 > Up > A3 > Magnetic Trap (ToD in competitive)
  • Up > Fidget Spin > Trip
  • Up > A3 > Fidget Spin > Assault Battery > Circuit Breaker > Magnetic Trap
  • (Requires Headrone) - G5 > Ram > G3 > Assault Battery > Circuit Breaker > Magnetic Trap
  • Up > A3 > Fidget Spin > Theonite Beam/ Phaser Burn/ Trip

Situational combos

Each of the combos listed here can be preceded by Dash > L5.

  • (Right Corner) Up > Rotation Hazard > Magnetic Trap > Assault Battery
  • (Right Corner) Up > A3 > Rotation Hazard > Assault Battery > Magnetic Trap
  • (Requires Headrone) Up > Ram > L5
  • (Right Corner) Up > A3 > Fidget Spin > Assault Battery > Rotation Hazard > CC Alpha

Projectile Playstyle

  • G5 > Trip
  • G5 > Phaser Burn
  • G5 > Up > A3 > Trip
  • G5 > Up > A3 > Theonite Beam
  • G5 > Up > A3 > Fidget Spin > Theonite Beam
  • Dash > G5 > Up > A3 > Fidget Spin > Theonite Beam, Phaser Burn or Trip
  • (Requires Headrone) Really Talks > Salvo > Grab > Theonite Beam
  • (Requires Headrone) Really Talks > Salvo > Grab > Fidget Spin > Theonite Beam
  • (Requires Headrone) Really Talks > Salvo > Grab > CC Alpha
  • (Requires Headrone) Really Talks > Salvo > Grab > Circuit Breaker > CC Alpha (CC Gamma)
  • (When the opponent is dashing towards you) Variable Cutter > Theonite Beam

Gallery