Robo Fortune
Team Value
You like beam assists? Robo Fortune has the only one in the game. And it’s as good as you’d imagine… except it can be crouched. Other than that, it’s amazing. Her DHC options all provide high damage or good utility. Her level 3, Systematic Circuit Breaker, also gives you one of the best (if expensive) Alpha Counter options in the game. If you activate level 3, tag Robo Fortune out, and then Alpha Counter in later, she will immediately detonate. Something your opponent will not be too happy about as their offense suddenly resulted in them exploding.
What they bring
Beam Assist
Beam Supers are the 2nd most damaging DHCs in the game
Magnetic Trap can convert off of basically any super from the previous character in the team
Safe-ish level 1 DHC, truly safe level 3 DHC
For Robo's level 1 DHC from multi-hitting supers, make sure you DHC as soon as possible so you don't open yourself up to Pushblock Guard Cancel punishes
CSF to SBO punishes - Magnet works like SBO here, but is easier to punish
Scariest (and most expensive) Alpha Counter option in the game
What they want
Space-control assists to augment her zoning and keepaway
DP assists to address her subpar defense, or something to make 5HP + assist call safe-ish
Combo assists with enough hitstun to let Robo summon a Headrone mid-combo
Assists that let her convert off a midscreen throw or 5HK overhead
This seems like a lot, but several assists cover at least two of the above on their own
A good battery (as in, partner) to build meter for your powerful supers, especially if you like Detonation Mode level 3
Position - Point, Mid, Fake Anchor
Point: Has some of the game's best neutral control and can absolutely shut out some characters from playing the game if you're on top of your game. Having assists can strengthen her neutral control and/or help her kill opponents faster (especially if they combo off of beam hits). You miss out on her amazing team support if something goes wrong, and with how easy it is to kill a character in 2 or 3 touches from roundstart conditions, you will often run into that situation. Tag or DHC her out when things start getting dicey if you can safely do so.
Mid: Arguably her best position. Your point character gets what's probably their favorite assist in the game, and Robo still gets an assist to help her out.
Fake Anchor: Solo Robo is a struggle as her damage is low and her defense is poor. Some people run her as a “fake anchor” where the idea is to start with her in the anchor position so the front characters get Robo’s amazing support, but you want to tag/DHC Robo in before she’s left as the final character alive on the team. If the rest of your team dies before you can do that... she does at least make good usage of meter.
Most Common Assists
H Theonite Beam (236HP) -
Beam Projectile, Anti-Armor
One of the best assists in the game. Goes fullscreen and hits multiple times, doing everything you'd expect a beam assist to do. Easily beats out armored approaches while staying at a safe range if your timing is good. The only negative is that it can be crouched, so be careful trying to use it for up-close pressure if the opponent can easily challenge with a low-profiling move, or whiff cancel into a reversal.
Collimating Saw (5HP) -
Armored Lockdown, Anti-Armor
Not a beam, but still a good assist for offensive and defensive purposes with its multi-hit, armored lockdown. That said, it only has 1 hit of armor, so don’t get careless against characters who often approach with multi-hit moves.
Partners
Beowulf
Recommended Assists:
Grendel Flex (chairless 2HP), H/L Hurting Hurl
Grendel Flex - Armored Space-Control, Combo Tool
Armor helps in protecting Robo from in-fighters, and also aid in fighting opposing zoners by eating projectiles
Lets her summon a head mid-combo and get midscreen throw conversions
Needing Beo to be chairless is not the biggest issue since Beo will probably be ahead of Robo on the team, as Beo loves beam assist
H Chair - Anti-Air DP
Handy as Robo does not have a real DP, great as an Alpha Counter as it's plus on block
Also covers a nice arc in the air for that extra bit of help in zoning
Gives Robo a combo conversion and head summon off of 5HK
Has a lengthier cooldown than all other assists, but hopefully you shouldn't need to be calling your DP assist that often anyway
L Chair - Projectile Sweep
When called with the right timing, can give Robo a combo conversion off of a stray beam hit in the mid-range
Really nice for beating out opponents trying to armor their way through your zoning
Can see some use in mixups since it hits low and Robo has a standing overhead
Midscreen throw conversions
Pros:
Beo brings good assists for keeping opponents off of Robo
Robo gives good neutral and Hype building support in one to Beo
Beowulf can build a good amount of meter for Robo to make her much more of a threat
Beam supers into Gigantic Arm works fullscreen and lets Beowulf continue the combo at the right spacings
Gigantic Arm into Magnet DHC requires an Alpha Counter to punish
Cons:
None
Synergy:
Good for Robo Fortune, Favorite for Beowulf
While this seems like a good duo, both really hate being the anchor character so you will struggle as soon as one character dies.
That said, for a trio, look for a good anchor
Big Band
Recommended Assists:
H Take the 'A' Train, L Beat Extend, H Brass Knuckles
A Train - Anti-Air, Combo Tool
Covers a massive airspace, which is great as most opponents will try to jump to avoid Robo's beams
Ups her meterless damage a good bit, a department she lacks in
Lets her spawn 2 (!!) heads and continue the combo
Also gives her midscreen throw conversions, while also letting her summon a head
Beat Extend - Anti-Air DP
Great DP for covering Robo's dome
Can summon 1 head mid-combo
Throw conversions
Brass Knuckles - Armored Neutral, Anti-Zoning
A more active tool to keep opponents away from you as opposed to Beat Extend being the tool for when the opponent is already on you
Like A Train, gives a nice boost to Robo's damage output, albeit lower in comparison in terms of combo damage...
...but stray beam hits become more threatening if Brass is coming right behind to follow up off of the beam
Throw conversions, and 5HK conversions with a head summon both midscreen and in the corner
Pros:
Band gives amazing assist support to cover many of Robo's needs
Top level neutral support for Band with Beam assist
Super-Sonic Jazz into Robo Fortune's Magnet super is a safe DHC, and Robo can easily combo from SSJ on hit
Two characters with the hardest hitting supers in the game
Robo is a good anti-zoner character to combat Big Band's trouble with distance demons
Cons:
None
Synergy:
Favorite for Robo Fortune, Favorite for Big Band
An excellent shell, and a functionally strong duo thanks to the two-way synergy. This duo is in a better spot with Robo Fortune on point as she struggles when she's without a partner, but you are susceptible to being snapped and having Big Band die first. Big Band also cannot safely switch over to Robo without a DHC; even getting a sliding knockdown with Brass/'A' Train and then tagging to Robo leaves her open to being counterhit punished by some supers.
Any character will do for a trio
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter, Excellebella
Lock 'n' Load - Armored Neutral, Pressure
Controls the mid-range spacing for Robo while also shielding her from opposing projectiles
Adds a good chunk of damage and meter gain to Robo's otherwise low-damage, low-meter gain combos
Cerecopter - Space-Control, Lockdown, Anti-Armor
Also works as a wall that's also great for breaking armored approaches, not as good for stopping projectiles
Keeps opponents locked down for a good amount of time on block, letting you escape, run in, or even summon a head
Lets you summon heads mid-combo, and also gives throw conversions
Excellebella - Anti-Air, Combo Tool
Gives you 3 head summons (!!!) in a combo along with throw conversions
Pros:
Robo receives assist support for keeping opponents off of her, while also aiding her pressure should she choose to switch to rushing down
Bella Backed By Beam Bassist
Bella is a good battery character to fuel Robo
Safe DHC with Magnet super (DHC instantly out after 1 hit of Diamond Dynamo)
Cons:
Beam assist is not giving Cerebella Diamond Dynamo conversions... but the pros far outweigh this con
Synergy:
Good for Robo Fortune, Favorite for Cerebella
Fairly good duo combination, preferably with Robo Fortune on point, but even if the order gets disrupted then Bella is backed by a great assist and can easily tag Robo back in meterlessly.
Any character works well for a trio
Double
Recommended Assists:
Cilia Slide, Hornet Bomber
Cilia Slide - Sweep, Combo Tool
Can convert off of Robo's beams with proper spacing and timing, and is one of the best assists for this purpose
Mixup tool in conjunction with 5HK overhead
Breaks the armor of the most notorious anti-zoning assist: Big Band's Brass Knuckles
Allows for a head summon mid-combo, and gives throw conversions
L Bomber - DP, Lockdown
Good grounded DP to protect Robo from aggressors
Can also cover Robo if the opponent blocks a reversal 5HP
M/H Bomber - DP (L), Lockdown (L, M), Neutral (M, H), Zoning (H)
A zoning assist to cover the ground while Robo is zoning from the air, or summoning heads
Gives Robo a combo conversion and head summon off of 5HK
Pick the version depending on your preference, or depending on your third character's likings if playing a trio
Pros:
Cilia Slide with Robo is a dream, though even the Bomber assists are very good for both keepaway and rushdown
Double gets Beam assist
Safe DHCs in both directions
Point Double to fight off Robo's matchups, especially at round start, then getting a slide knockdown into Robo's tag to safely place her far away from the opponent is a very valid tactic
Cons:
None
Synergy:
Favorite for Robo Fortune, Favorite for Double
Very strong duo. Both characters get great support, and even though it carries the usual weakness of anchor Robo Fortune, Double can easily get a sliding knockdown and tag-in Robo Fortune to her favorite position: on the other side of the screen away from her opponent.
Pick any character from the cast if you want to make a trio
Eliza
Recommended Assists:
H Osiris Spiral, Butcher's Blade
H Osiris Spiral - Space-Control, Lockdown, Mixup, Chip
Creates a wall as Robo tries to zone or utilize her headrones
Makes her mixup game harder to deal with
Midscreen throw conversions with H Beam + assist against most characters (does not work on Double or Peacock)
Absolutely ludicrous chip damage, doing 900! damage at a 1.0 ratio
Chip Setup - I can't do this correctly as there aren't supposed to be gaps, but you get the idea
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Locks down for a very long time, letting Robo reposition, go in for more pressure, or summon heads
Easy midscreen throw conversions against the whole cast
Amazing option for counter-calling opposing assists
Not as easy to use for mixup compared to Spiral
Pros:
Both Spiral and Butcher's are amazing assists for Robo in creating space for her
Beam assist for Eliza
Easy to tag into Eliza mid-combo and continue if you need to tag out for whatever reason
Robo can very easily combo after Lady of Slaughter with Magnet DHC
Cons:
Lady of Slaughter into Magnet DHC is NOT safe if the opponent is in jab range
Synergy:
Favorite for Robo Fortune, Favorite for Eliza
This shell as a duo is held back by the possibility of Robo Fortune ending up as the anchor, but the synergy makes up for it. This duo works well in either order, and if the opponent snaps you in an attempt to kill Eliza first, it is easy to bring Robo back in meterlessly with Albus, 5HK sliding knockdown, or comboing into it after Horus in the corner.
Open to any characters for a trio, but any point character will be very happy to be backed up by this shell
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Combo Tool, Anti-Armor, Chip
Pushes opponents far away from Robo on hit and block, keeping them locked down for you to summon heads or even dash in
Midscreen conversions off of throw
Conversion off of 5HK overhead, while also letting her summon a head with 5HK, Launch Headrone (2HP) + assist, dash up...
5HP + Hairball for a pseudo DP + assist; on block the opponent is pushed too far to punish Robo in most cases, if Robo gets called out and thrown, Filia just taunts and leaves
400 points of chip damage
Updo - Anti-air DP
Hairball is the assist of choice the majority of the time, but sometimes you just need a DP assist
Pros:
Filia gets one of the best neutral assists, Robo gets one of her favorite assists in Hairball
Beam Super into Filia's Gregor DHC works fullscreen, letting you BLAST someone and still combo after; especially nice if you get a Happy Birthday
Gregor into Magnetic Trap is a safe DHC, but you have to be really tight on the timing
For Gregor into Magnetic Trap, be sure to DHC into Magnet as soon as you realize the opponent is blocking, otherwise you open yourself up to Pushblock Guard Cancel punishes
CSF to SBO Punishes - Magnet takes the place of SBO here, but is even easier to punish
Cons:
None
Synergy:
Favorite for Robo Fortune, Favorite for Filia
A fantastic duo on paper, but neither character makes for a super threatening anchor. It can work, but you can do better. If you care to.
Realistically nearly any character would fit in a trio, but a good anchor character will help this shell out the most
Ms. Fortune
Recommended Assists:
H Fiber Upper, Dash
Fiber Upper - Anti-Air DP
Robo is one of the better users of H Fiber assist; even from shallow hits of Fiber Upper, Robo may still be able to convert into a combo with super jump j.HK
Even if you fail to convert off the assist, the return to neutral isn't a bad thing for Robo as it just creates space for her
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Robo benefits nicely from the defensive assist options that the Miss provides
Fortune with Beam assist is one of the game's scariest combinations
Fortune on point will build a ton of meter for Robo's supers, especially nice if you wish to incorporate Detonation Mode into your game plan
Safe DHC after Cat Scratch Fever, and the hardest hitting DHCs coming after a character with great meter gain
For Cat Scratch Fever (CSF), or even Fiber Upper into CSF, be sure to DHC into Magnet as soon as you realize the opponent is blocking, otherwise you open yourself up to Pushblock Guard Cancel punishes
CSF to SBO Punishes - Magnet takes the place of SBO here, but is even easier to punish
You get two cats on a team (if you like cats)
Cons:
236HP > Beam super > Fortune DHC barely connects, but outside of that range flesh Fortune has no way to combo from Robo's Beam supers
You get two cats on a team (if you don't like cats)
Synergy:
Good for Robby Shmurda Fortune, Favorite for Flesh Fortune
The thing holding this duo back is the possibility of ending up with solo Robo Fortune, but flesh Fortune can build up enough meter for even solo Robo Fortune to be a big threat.
A good anchor would be the easiest choice for a trio, but a point or mid character who likes Ms. Fortune's assists can work as well if you want to be a bit more unorthodox (PME).
Fukua
Recommended Assists:
H Platonic Drillationship, M Forever A Clone, L Love Dart
H Drill - Lockdown, Neutral, Anti-Armor, Chip
Helps keep opponents off of Robo, especially those trying to armor their way in
Midscreen throw conversions and lets her summon a head mid-combo
Deals a notable amount of chip damage (500)
M Clone - Neutral, Combo Tool
With the right timing, you can get conversions off of beams from mid-range
Gives a mid-combo head summon for normal routes and even off of a throw conversion
L Dart - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
May not seem like much, but still presents another threat for the opponent that can sneakily tag them while Robo flies around with j.HK shooting beams
Pros:
Both characters help each other out in playing their zoning games pretty well with their assist kits
Hard hitting DHCs from Beam supers, easy combo extensions from Drill super using Magnet super
Cons:
None
Synergy:
Good for Robo Fortune, Favorite for Fukua
This shell as a duo has the weakness of ending up with solo Robo Fortune if Fukua dies first, and it is not easy for Fukua to safely tag-in Robo without spending meter.
Easy to throw in any character for a trio
Painwheel
Recommended Assists:
H/L Pinion Dash, M Gae Bolga Stinger (M Nails)
H Pinion - Zoning, Combo Tool
Same idea as Filia's Hairball, though not as strong
Pushes opponents away on block, towards you for a combo on hit
Midscreen throw conversions with assist + H Beam, or OTG L Beam (character dependent)
5HP + H Pinion call for psuedo-DP + assist, pushes opponents away from Robo (this has some counters to it, but it's still a good option to have)
Lets her combo after and summon a head from 5HK overhead both midscreen and in the corner
L Pinion - Pressure
Trades in H Pinion's range and 5HK midscreen conversions for startup speed to serve better in pressure strings, quicker cover if a defensive 5HP gets blocked, and to bring out a more immediate neutral threat
Also gives midscreen throw conversions
A decent amount of hitstun so you can occasionally dash up and convert off of stray hits, shoot another beam, or even just reposition
M Nails - Projectile, Counter-Zoning, Combo Tool
Extra projectile to add to your kit is always nice
Universal combo off of 5HK, Launch Headrone (2HP) + assist both midscreen and in the corner
Does not get midscreen throw conversions
Acts as a shield that she can dash behind
Pros:
Painwheel's assists help with Robo's offense, both with zoning and rushdown when she needs to go in
Beam assist is one of the strongest options Painwheel can be backed up by in neutral
Magnet DHC allows for an easy combo extension after any of Painwheel's supers, Hatred Install gives Robo a safe DHC
Robo benefits nicely from being able to combo into Painwheel's tag-in to get more damage or safely get her out
Cons:
Death Crawl into Magnetic Trap DHC is NOT safe on block
Synergy:
Good for Robo Fortune, Favorite for Painwheel
As a duo they have the flaw of both characters being fairly weak when solo, so not recommended as you likely won't get enough meter from one character dying to enable a strong comeback.
While a good anchor is recommended for the reasons mentioned above, a character with high meter build can also work so whoever does end up as the last one standing at least has the resources to deal good damage when they land a hit
Parasoul
Recommended Assists:
Napalm Pillar, Napalm Shot
Napalm Pillar - Anti-Air DP
A good DP assist, not much to say
Napalm Shot - Projectile, Pressure
Another projectile in your arsenal to augment your zoning game, with the potential to keep your opponent locked down even longer due to the tear explosion
See what version of Napalm Shot works best for you
L is slower so it threatens space for longer
H version's speed makes it nice for trapping opponents in between beams, as well as giving a midscreen conversion off of 5HK
M version isn't commonly seen, but the aerial control may help out
Pros:
Robo gets nice assist support in either zoning or defense
Para gets great neutral assistance in Beam assist, good defensive help with Saw
Among the game's highest damaging DHCs with Beam super on top of Sniper Shot unscaling
Safe DHC with Magnetic Trap
Cons:
None
Synergy:
Good for Robo Fortune, Favorite for Parasoul
Seemingly a good duo, but is held back by the possibility of anchor Robo Fortune while Parasoul can't meterlessly tag into Robo Fortune in a position that's great for her when outside the corner.
Any character will fit in fine for a trio
Peacock
Recommended Assists:
George's Day Out (L George), Boxcar George (M George), George at the Airshow (H George), Screwball Cannonball (5HP)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Gives midscreen throw conversions on all but Double
M George - Ground Projectile
M George is a faster ground threat, helps keep opponents locked down in beam pressure, so it's good for racking up chip damage
Also allows for combo conversions and a head summon off of 5HK
H George - Air Projectile
H George to cover the airspace, making it more difficult for the opponent to jump toward you to get past your zoning
Cannonball - Projectile, Pressure
5HP is similar to M George, but in exchange for taking up more space, it does not chip since it's a normal
Also a good assist for close-range pressure as it has two hits
Pros:
Both characters assist each other with their zoning game; Peacock gets a beam, Robo gets several choices to cover different heights
Amazing DHC options to capitalize off of projectiles, with Robo's Beam supers being the hardest hitting DHCs, and Magnetic Trap allowing for a full combo off of Argus Agony
Cons:
At close-range, Robo has no way to make DHC'ing into Peacock's Lonesome Lenny a safe option
Robo gets no good assists for getting meterless conversions from throw or 5HK, or for mid-combo head summons
Synergy:
Good for Robo Fortune, Favorite for Peacock
Seemingly a strong duo as the synergy is nice, but the potential of ending up with solo Robo Fortune is a liability. While Peacock's assists are nice for Robo, they don't really do much to enable her. They also get counter-picked by anti-zoning comps (Fortune/Big Band, for example) and can just crumble on defense once the opponent manages to get in.
For a strong trio, you should look toward the good anchor characters
Squigly
Recommended Assists:
Drag 'n' Bite
Drag 'n' Bite - Lockdown, Neutral
Gives throw conversions and mid-combo head summons
Just a great assist in general for helping start pressure if the opponent starts getting too close
Pros:
Squigly bequeaths Robo good assist support for helping out in the close/mid-range
Robo gives Squigly beam assist and combo charges
Safe DHCs in both directions
Cons:
Depending on your playstyle with Robo, you may end up fighting with Squigly for meter
Synergy:
Good for Robo Fortune, Favorite for Squigly
Neither character fights well when alone and neither is good at building meter while wanting plenty to spend, so this duo falls a bit short of being considered strong.
It is best to look for a good anchor character for a trio, though a point character with high meter build can also be a good partner so at least your anchor character is a bigger threat
Valentine
Recommended Assists:
H Savage Bypass
Savage Bypass - Combo Tool
Gives a mid-combo head summon, as well as combo conversions off of throw, 5HK overhead (with a head spawn), and beams even from fullscreen
Essentially works like Double's Cilia Slide assist for Robo (which she loves), but without the properties of a sweep
Pros:
Robo receives surprisingly good assist support from Valentine with H Bypass
This shell just dominates some characters when Valentine is on point with Beam assist
Cons:
Valentine's reversal super into Robo's Magnet super is NOT a safe DHC
Synergy:
Good for Robo Fortune, Favorite for Valentine
A good duo until you get hit. You have great neutral and movement and can outright shut out some characters. However, you also have two characters with poor defensive options, and their preferred assists don't really help each other much in that regard. You also have no safe DHCs. As for the usual "solo Robo" issue, Valentine can easily get a sliding knockdown and tag in Robo into a favorable position once she gets a hit.
An anchor character would be a big help for a trio
Annie
Recommended Assists:
H North Knuckle, H Destruction Pillar, H Crescent Cut,
H Knuckle - Neutral, Lockdown
Places the opponent in a low of blockstun to let Robo reposition, and on hit knocks them far away which is exactly what she wants
The reward from stray beam hits become much greater when followed up by North Knuckle
A single beam does 650, but L/M Beam > North Knuckle > H Beam does 2922 while also sending the opponent to the other side of the screen
If your timing and spacing are right, Robo can even dash up while North Knuckle hits and convert into a full combo
Alternatively, spend meter on Magnetic Trap to guarantee a combo
Mid-combo head summon, and in general gives a good boost to her otherwise low damage output
Corner-to-corner combos, throw conversions, and 5HK conversions
Destruction Pillar - Anti-Air DP
Very good DP assist which is nice for Robo's meh defensive options
She can easily convert off of stray hits and incorporate into her midscreen combos for the damage and corner carry
Lets Robo summon 2 heads in a corner combo, 3 at the cost of meter and ending the combo
H Cut - Projectile
Another projectile to oppress the opponent, or absorb incoming projectiles when fighting opposing zoning teams
Pros:
Very strong assists to choose from, H Knuckle being dummy strong
Beam assist for Annie
Annie's DHC options convert nicely from Catastrophe Cannon
Any of Robo Fortune's ground Beams can combo into Magnetic Trap > Pillar of Creation DHC, making it easy to get Robo to safety while punishing the opponent for making the mistake of breathing at fullscreen
Cons:
None
Synergy:
Favorite for Robo Fortune, Favorite for Annie
Both characters support each other well with top level assists, and can safely tag mid-combo without meter (Annie with 6MP > Robo tag... and with meter you can continue the combo, Robo Fortune with Headrone Impact/Mine > Annie Tag). A good duo, but an insane shell for a trio.
A good point or anchor character would be your best bet for a trio
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Salt Grinder, Hungern Rush
Cliff Hanger - Anti-Air, Neutral
Nice for Robo's zoner playstyle as the assist does a good job of fighting off opponents in the mid-range, especially if the first part catches those trying to jump in
Allows for a Head summon mid-combo
Left/Right mixup (setup may be character-specific, some characters needing to be launched with 2HP, others with 5HK) - Credit to Hyggend
Salt Grinder - Combo Tool (Stagger)
Allows Robo to summon 2 Heads mid-combo, even off a midscreen throw
Gives some very appreciated help to Robo's otherwise low combo damage
Hungern Rush - Anti-Air DP, Combo Tool
DP assist, which is nice for Robo even if Hungern Rush isn't particularly great for a DP
Gives 1 Head summon anywhere, 2 in the corner
Pros:
Robo gets an assist kit that boosts her damage, defense, and two assists that let her build 2 heads in a combo for great utility
Umbrella gets one of her favorite assists from Robo in beam assist
Retina Reflector (MP+HP) into Robo's Magnet or Beam super lets Robo continue the combo afterward (pretty cool)
Robo-Fortune can tag into Umbrella after 5HP, giving a hard knockdown if OTG was saved and letting Umbrella get an easy 50/50 if she's in Ravenous; if Robo can get the stagger from 214MK or has mine available then Umbrella can combo afterward
Cons:
None
Synergy:
Favorite for Robo Fortune, Favorite for Umbrella
Both characters complement each other extremely well, but in a duo situation the anchor character may run into issues; Robo with making a comeback, and Umbrella with winning neutral against certain teams if Robo wasn't able to build much meter.
Robo and Umbrella like the point/mid slots, so look for a character to play the anchor for a trio. A character with a strong defensive assist would be a very strong choice.
black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Helps protect Robo from opponents approaching on the ground
Good for mix and corner pressure
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullets help control space, special bullets can make her zoning even more disgusting or enhance her mixup
Pros:
Robo appreciates the space-control from Dahlia's assists
Beam assist does a lot for Dahlia in neutral, Saw is good for pressure and Counter + assist situations
Dahlia can combo into Robo's weird tag and have her continue the combo, though only in the corner
Last Call and Barrel DHCs (Barrel > Tag > Super requires OTG)
Cons:
None
Synergy:
Good for Robo, Good for Dahlia
Could use better anchor options, but otherwise it's an ok, though low damage duo
A good anchor would be best for a trio
marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]