Mecha Team Leader or Mecha was a large robot constructed at the Pressure Plant during late Season 9. Each of it's body parts had a different style, reflecting the pilot, or more possibly Singularity's styles. It was constructed to defeat the Devourer. Mecha was critically damaged during the fight, but still was able to kill The Devourer with a final blow to his head with the Neo Tilted statue. The game is cracked by RELOADED. Instructions: – mount the image (.iso) -Install the game -Copy the crack inside the iso to your game directory. You can find a detailed tutorial how to crack a full game for free, in the menu, valid for any Skidrow Reloaded crack or FLT Prophet Codex games or any other release. Skullgirls is a fast-paced 2. I'm not sure if this was mentioned earlier, and I know this is the beta and all, but I can help but notice there's another Blockbuster for Robo Fortune that was not listed in her movelist (quarter-circle back+PP), which causes her to self-destruct to damage her opponent within contact. Robo-Fortune is Ms. Fortune's mechanical simulacrum, created by Lab 0 to destroy the Skullgirl. Strangely, this digital doppelganger has also inherited Ms. Fortune's penchant for terrible puns. Thanks to the incredible support of Skullgirls’ fans, Robo-Fortune is the last of five additional characters funded by Lab Zero’s Indiegogo campaign. Serving 2,134,510 posts Takedown Policy and Process Contact Us Terms of Service Takedown Policy and Process Contact Us Terms of Service.
Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. |
Abbreviation | Meaning |
---|---|
(N) | Multi-hit move hits only N times. Omitted if all hits are used. |
xN | Normal that chains into itself pressed N times |
[X] | Hold down X |
]X[ | Release X |
X~Y | X then Y done in quick succession |
X/Y | X or Y |
!X | X triggers a burst |
Fastfall | Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup. Example: Double jHP(1), jHK lets Double land from the multi-hit jHP early. |
OTG | Following move hits off the ground, after a red bounce |
CH | Counter hit |
sj | Super jump |
dj | Double jump |
jc | Jump cancel |
ADC | Airdash cancel |
IAD | Instant airdash |
TK | Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball) |
236 | |
214 | |
623 | |
421 | |
[4]6 | (hold for 35 frames), |
[2]8 | (hold for 35 frames), |
360 |
Full move name | Abbreviated name | Input |
---|---|---|
Double jump cancel | djc | Jump during an air normal / air throw while you still have double jump action available |
Theonite Beam | L Beam / M Beam / H Beam | 236LP / 236MP / 236HP |
Headrone Impact | Mine | 214MK while having at least one Headrone |
Danger! Head Swap Action! | L Danger | 236LK |
Danger! Flailing Arm Hazard! | M Danger | 236MK |
Danger! Rotating Component Hazard! | H Danger | 236HK |
Catastrophe Cannon Alpha | Cannon | 236PP |
Magnetic Trap | Magnet | 236KK |
Lights | Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly |
---|---|
Mediums | Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune |
Heavies | Double, Big Band |
| = |
| = |
|
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
A basic ground chain combo ending in sweep
A basic ground chain combo ending in a special cancel
A basic ground chain combo ending in a super cancel
The combos listed here can need some small character-specific timing changes but are universal.
Notes:
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 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. | |
| 6573 | 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. | ||
| 7331 | 1 | Corner | Universal (difficult on some Lights and Double) |
|
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:
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.
Meterless
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.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 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. | |
| 6573 | 1 | Anywhere | Universal | jLK jMK djc BnB, more damage but needs more timing. | |
| 6768 | 1 | Anywhere | Universal | Good damage and provides an air-throw reset point on lightweights by holding the first 5MP. | |
| 6940 | 1 | Anywhere | Universal | Optimal route, but with difficult timing that can depend on character weight.
| |
| 7331 | 1 | Corner | Universal* |
| |
| 7382 | 1 | Corner | Lights | More consistent (and damage) than the normal corner BNB on lights | |
| 7145 | 1 | Corner | Double/Big Band | More consistent corner combo on Double and Big Band. |
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 6816 | 2 | Anywhere | Universal | Gains 1-2 Heads. Simple combo for comboing off of the dust with meter. |
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 5753 | 1 Similo: myths cracked. | Anywhere | Universal | Uses 1 head. Simple combo for converting from sHP using 214MK. |
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| N/A | 1 | Corner | Universal | No Heads, simple, requires slight timing on the 5LP pickups but not too bad. | |
| N/A | 1 | Corner | Universal | Gives heads, trickier to pull off than other head gaining snaps, but should be mostly universal. | |
| N/A | 1 | Corner | Universal | No Heads, simple and requires no precise timing. | |
| N/A | 1 | Lights/Mediums preferred, Tricky on Heavies | Doesn't require much timing, might be most time/damage efficient | ||
| N/A | 1 | Corner | Universal, but tricky on Lights | Preferred use on Heavies, otherwise use just sMK sHK cHK | |
| N/A | 1 | Corner | Lights/Mediums | Requires little-to-no timing, only need the first micro-walk which isn't too hard. |
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
| 10130 | 2 | Corner | Universal | High Damage corner combo. Needs 1 Head and 2 bars. |
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
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 |
214HK | 17 | 340 | 20 |
236HP | 15 | 300 | 20 |
j.236HP | 15 | 300 | 20 |
214MK | 12 | 240 | 20 |
214LK | 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 |
Skullgirls 2nd Encore+ | |
General | |
Characters | |
Mechanics | Attacks • Team Mechanics • Advanced • |
Other | Patch Notes • |