Robo's Catastrophe Canon supers are unblockable if the opponent was not blocking before the superflash occurred which makes this great as a hard callout against predictable movement as well as reckless assist calls.Her dash is so fast that she will reach the other side of the screen by the time the opponent lands, which puts them back to square one. If you ever fight a jump happy opponent don't be afraid to use Robo's forward dash.You can also use it to fly over the opponents head and end up on the other side if they ever commit to hard to a ground approach Abuse this to constantly stay out of the opponent's range. j.HK can be used to steer Robo to the upward corner where no one can catch her.j.HP puts a projectile on the screen, stops Robo's forward momentum, and move Robo backwards which makes this a good tool to use in neutral when combined with beams.By spacing the move well you can make it plus and use it a strong poke if you don't want to zone at the moment. c.MK breaks armor and functions as sweeps that can be combo off afterward.By Tiger kneeing beams, you get to do the air version of beams incredibly low to the ground which is strong since air beams will hit at the same angles as ground beams, but with better frame data. Beams allow Robo to attack from fullscreen and force the opponent to think carefully about their movement.Robo-Fortune's neutral is very strong and is especially great if you are good at reading what the opponent wants to do. Robo-Fortune's beams allow her to snipe the opponent anytime they try to stop you from moving around. Robo-Fortune can steer herself in any directions she wants during her j.hk which is great for putting herself in the perfect place to zone the opponent out. The key to Robo-Fortune's gameplan is her j.HK and her beam special moves. She excels at running away from the opponent and frustrating them to no end Robo Fortune has amazing mobility, strong zoning, amazing assists and very strong assist punishes but has lackluster offense and the worst defense in the game. Build heads during zoning for later use.Use her amazing mobility and beams to keep opponents away.Her level 3 super Det Mode (214PP) is completely invulnerable and keeps Robo safe, but should be used with caution due to its expensive cost and guaranteed self-damage. Her level 1 super Magnet (236KK) has invul for it's startup, so you can safely DHC out of it, but the actual hitbox only covers the air. She can avoid throws with M Danger (236MK). Without meter she has sHP which has 1 hit of armor or her head special moves such as Head Ram (214LK) and Mine (214MK), all of which can sometimes work but will usually lose to fast meaty pressure, throws, or assists.
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