![]() ![]() Same idea as Filia's Hairball, though not as strong H/L Pinion Dash, M Gae Bolga Stinger (M Nails) Throw conversions, and 5HK conversions with a head summon both midscreen and in the corner but stray beam hits become more threatening if Brass is coming right behind to follow up off of the beam Like A Train, gives a nice boost to Robo's damage output, albeit lower in comparison in terms of combo damage. Lets her spawn 2 (!!) heads and continue the comboĪlso gives her midscreen throw conversions, while also letting her summon a headīrass Knuckles - Armored Neutral, Anti-ZoningĪ 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 Ups her meterless damage a good bit, a department she lacks in H Take the 'A' Train, L Beat Extend, H Brass KnucklesĬovers a massive airspace, which is great as most opponents will try to jump to avoid Robo's beams Really nice for beating out opponents trying to armor their way through your zoningĬan see some use in mixups since it hits low and Robo has a standing overhead When called with the right timing, can give Robo a combo conversion off of a stray beam hit in the mid-range Has a lengthier cooldown than all other assists, but hopefully you shouldn't need to be calling your DP assist that often anyway Gives Robo a combo conversion and head summon off of 5HK Handy as Robo does not have a real DP, great as an Alpha Counter as it's plus on blockĪlso covers a nice arc in the air for that extra bit of help in zoning 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 Lets her summon a head mid-combo and get midscreen throw conversions Grendel Flex - Armored Space-Control, Combo ToolĪrmor helps in protecting Robo from in-fighters, and also aid in fighting opposing zoners by eating projectiles Grendel Flex (chairless 2HP), H/L Hurting Hurl s he does at least make good usage of meter. If the rest of your team dies before you can do that. 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 b efore she’s left as the final character alive on the team. ![]() Your point character gets what's probably their favorite assist in the game, and Robo still gets an assist to help her out.įake Anchor: Solo Robo is a struggle as her damage is low and her defense is poor. Tag or DHC her out when things start getting dicey if you can safely do so. 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. Having assists can strengthen her neutral control and/or help her kill opponents faster (especially if they combo off of beam hits). 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. ![]()
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