Ms. Fortune: Falling to Pieces

How much damage is that? I’ve been doing
cr.LK st.MK HK j.LK j.HP ADC j.LK j.HP land st.LP st.MK st.HK j.MK (2hits) j.HK land cr.MP st.HP xxx HP Rekka x3 xxx Super

It’s a solid combo that nets you around 10.5k if you decide to DHC after. I havent tried the OTG part outside the corner but it might work. Outside of the corner I cancel the last j.MK with her axe kick and go in to air super, after that you can tack on another super when they’re on the ground if you have the meter to spare.

Is Ms.Fortune better as a team or by herself?

I prefer her with a team mate but with her on point. She has some really tricky stuff with her head when switching in since you can hit with it before you opponent even realizes you have swapped. It makes her head a threat on the screen even when MF isn’t on point.

Heya guys, just wanted to post a new corner combo that I found. It’s based around 2 pieces of tech that I discovered (at least, AFAIK I discovered). 1) If you hit the opponent really high in the air with j.hk, while MF is really close to the ground, you can land and do s.lp to re-stand them. 2) The attacks from the head can be canceled into head special moves. Anyway, enjoy:

OK, using the 2 pieces of tech I discovered, I came up with this combo. It’s corner only, and uses 2 meters. I have no idea how much meter it builds, but at the very least it’s close to being neutral overall. This is an upgrade to my previous combo.

j.hk xx 214mk > (land) 2lk > 2mk > HK > j.mp > (slight delay) j.hp > (slight delay) j.hk > (land) 5lp*, 5mp, 5mk (2), HK > j.mk xx 214p > (land) (wait for the opponent to get lower to the ground) 623HK ~ k > j.lk > j.mk (2) > j.hk > j.214HP** > (land) 5mp, 5mk (2), [HP]*** xx 235mp~236mp~236mp > ]HP[ xx 623HP > (straight jump) j.lp, j.lk, j.mk (2) xx 214mk xx 214KK > (during the ending the super) 214HP**** > (dash forward) 2lk, 5mp, 5mk (2) xx 236mp~236mp~236mp xx 236PP.

*: If you get the timing right on this, it does NOT otg. Instead it restands them.
**: Again, if you do omnomnom quickly enough, this juggles and does not OTG.
***: This is a really tricky bit. You need to hold the HP button down so you don’t collide with the head, and then release it immediately after the rekkas FINISH hitting, and cancel the hit of the head into 623HP. It took me a few hours to get it down fairly consistently.
****: If you’ve done everything right, this is the time you use up your OTG.

With a team of 3 people this combo does 9768 damage.
With a team of 2 people this combo does 12653 damage.
With a team of 1 person, this combo does 16444 damage. ONE GODDAMN POINT AWAY FROM BEING AN IK AGAINST A 2 MAN TEAM. GODDAMNIT. MUST REFINE.

All damage values are as shown vs. a team of 2.

Couldn’t you do 2LK, 2MP, MK(2), HK at the start to fix that? Or would that cause more scaling earlier and end up doing less damage?

Can anyone test this combo and tell me if it works. I’m almost sure it does, but I don’t have the technical skill to put it all together yet so I’m not sure You need to be in the corner by the end of the second loop, but you can probably start somewhere near the middle of the stage and still make it there:

j.HP > c.LK > c.MK > c.HP > jc > j.LK > j.HP > dash > j.LK > j.HP > (re-stand,land) s.LP > s.LK > s.MK > s.HK > jc > j.LP > j.LK > j.MP > j.HK > (Land, must be in corner by now. Next hit is OTG) c.LP > c.MK > s.HK > jc > HP head throw (hold HP, ground bounces) > (land) c.MK > s.HK > (release HP) > jc > air super (I feel like you can probably fit a move in here but I haven’t found one that works and doesn’t trigger ips) > head nom-nom-nom (I find this easiest by holding HP down during the super and negative edging it) > Run through opponent > s.MP > s.MK > Rekkas x3 > Furserker Purrage.

So I came up with a midscreen combo that uses 2 bars and does 7003 damage. Are people already topping that or what? I’ve been focusing on valentine the past few days but want to have fortune on my team and don’t know what the regular damage output for her is right now.

For the OTG you have to do c.lp>c.mp>hk or else c.mk after head removal triggers IPS for some reason. after the hk before the head removal you can do j.mk which I assume you meant to put.
Everything up to the super works, but I can’ seem to get OMNOMNOM to hit after it. I assume the “release HP” after the HK is positioning the head for the grab though.
I would think it works since you hadn’t used s.mp yet though.
Oh, and you can do j.214mk before the super.
edit:Actually, unless you get the enemy to somehow land on OMNOMNOM, I think it tries to OG but the bounce is blue meaning they can tech.

YALL NEED TO USE SOME SMILEY NOTATIONS FOR REAL! Please use 1v1 as the standard for damage as well!

Anyway here is the bnb i’ve been using:

Midscreen Head on: j.:hp:, cr.:lp:, st.:hp:,:qcf:+:mp: x2,:qcf:+:k:, cr.:lk:, st.:mk:(1 hit), st.:hk:, sjc, j.:lp:, j.:lk:, j.:hp:, adc, j.:mk:(2 hits),:qcb: +:mk: xx:qcb:+:2k:
(around 5500 damage)

Corner Head on: j.:hp:, cr.:lp:, st.:hp:,:qcf:+:mp: x3, cr.:lk:, st.:hk:, sjc, j.:lp:, j.:lk:, j.:hp:, adc, j.:mk:(2 hits),:qcb:+:hk: xx:qcb:+:2k:
(around 5700 damage)

So jLK has a pretty good hitbox, crosses up, and can combo into qcb LK or MK. If the opponent blocks the jLK crossup you can still pressure them with the El Gato since it will hit them even if your back is turned to them.

Oh, the noms would be an otg, wouldn’t they? Oh well. And releasing HP wasn’t for positioning, it is just that I find it really hard to keep holding it and press 2 kicks. Since the head auto-corrects and moves until it hits the opponen when you omnomnom t it can be anywhere near them and still work. It makes it a really versatile otg for when your head is off because of that.

i cooked up a xup reference for myself. you guys might find it useful too. in the future, i imagine people will have extremely dirty cross-under (!) setups. proof of concept: 5hk, iad, wait for a bit, j.mp xx 214mk into stuff. you could probably do nastier shit when people use that head more.

if you’re wondering about my testing methodology, i controlled 2p using a regular xbox controller and my toe, haha. anyways:

everyone:

  • mk axe (proximity block keeps them in place, has lots of downward range)
    lp xx lk axe, if the lp can hit
    sj iad hp (can be telegraphed)
  • iad lp/lk/hp can xup crouch

  • whether these can be done at a height that will xup both standing/crouching opponents depends on the character

  • usually true for lp

  • xup lk usually can’t be done too close on crouch

  • the 2nd hit of lp>lk and lp>mp usually whiffs on block

  • the 2nd hit of lp>mp usually whiffs crouch

ms.fortune:
lp>lk? Y
lp>mp? Y
lk? Y
hp? N, technically possible but extremely unreliable

peacock:

  • lp will often whiff crouch because of peacock’s animation
    lp>lk? Y
    lp>mp? Y
    lk? Y
    hp? Y, reliable on stand/crouch

painwheel:
lp>lk? Y
lp>mp? Y
lk? Y
hp? Y/N, xup unreliable on crouch, often whiffs on stand if opponent is blocking the right way

filia:

  • lp whiffs if filia is crouching but not guarding(!)
    lp>lk? Y
    lp>mp? N
    lk? Y, can still xup crouch if close (and if filia is blocking!)
    hp? N, forget it
    hp has single height? N

cerebella:

  • lp/lk can whiff crouch because of cerebella’s animation
    lp>lk? N
    lp>mp? N
    lk? Y
    hp? N, forget it

valentine:

  • lp whiffs crouch
    lp>lk? N
    lk>mp? N
    lk? Y
    hp? Y, valentine has st fei syndrome

parasoul:

  • difficult to xup. use lp xx lk axe
    lp>lk? N, lp works but lk whiffs. does work on crouch
    lp>mp? N
    lk? N
    hp? N

double:

  • very tall, crouch xup height and stand xup height won’t match
  • lp whiffs on crouch
    lp>lk? Y on stand
    lp>mp? N, can work but unreliable
    lk? N, unreliable
    hp? N, extremely difficult to space. very different story on crouch

Since I failed really hard in my last posts, this time I’m going to post actual combos. I believe it is possible to OTG after her jumping QCB+MK, but only with light attacks, definitely not crouching MP like I was saying earlier. I was honestly not being able to see the flash, and I apologise. The combo is still possible, and made easier with QCB+LK.

However, in the corner, it’s better to go for jumping HP and then HK before the OTG. The chains need to be rearranged for this to work. The combo ends up like this, jump-in included:
j.:hp: ADC j.:hp:xx:qcb:+:lk:, land, cr.:lp: cr.:mp: cr.:hp:, SJC, j.:hp: ADC j.:lk: :hp:, land, s.:lp: s.:hk:, SJC, j.:mp: :hp: :hk:, land, cr.:lp:, s.:hk:, SJC, j.:mk:xx:qcb:+:p:, land, :hp:, s.:mp:, s.:hk:, SJC, j.:lp: :mp:xx:qcb:+:mk:xx:qcb:+:2k:
7600 damage with head on. There can be more damage by swithing some special versions, squeezing an extra normal in a chain or maybe a DP+K somewhere, but this is a fairly easy version of this combo. Don’t forget to move the head after the super to position it better.

But now for the fun stuff. Everyone is already finding out the same thing, but still fun.
Instead of the j.:lp: :mp:xx:qcb:+:mk:xx:qcb:+:2k:
It’s possible to do
j.:lp: :mp: :hk: :hp:, land, cr.:mk:xx:qcf:+:lp:, :qcf:+:mp:, :qcf:+:mp:xx:qcf:+:2p:
Playing with the timings on the juggle next to the ground is key. Managing to make the opponent get to stand back on the ground is a plus, but very hard. Otherwise, the super won’t land every hit (I’m sure everyone knows how this looks).
I managed to deal around 8100 damage this way.
Still, this is counting jump ins. The way the damage scaling works really makes me look for that double overhead (is QCB+LK overhead too? That would make it a triple overhead) for shitloads of added damage.

More random info:
With her head on, standing MP is a great poke. Great against characters with armor.
Headless, her qcb+LP or MP crouches under Parasoul’s shots. So does her running animation.

Not too sure, havent checked. Butthe one I was talking about is a Jump Loop. Im pretty sure your’s does way more damage. I wasn just messing around trying to find something pretty =D

Ok. This combo could clearly do much more damage, but I really like it. It looks cool and flashy, works mid-screen, does decent damage, and isn’t too hard to do. If you want to add more damage, add a c.HP restand loop before it. It is basically a heavily cut-down, fixed version of the one I posted before.

j.HP > c.LK > s.MK > s.HK > jc > j.LP > j.LK > j.MK > head throw > land > super jump > air super > omnomnom > s.LP > s.MP > Rekkas > furserker purrage

So while the Head is in corner

c.LK > s.MK > H > (s.MP > s.MK > H)x2 > c.MP > s.HK > jc > j.LK > j.HP > j.HK > land > c.LK > c.MK > MP Rekkas > Furserker

Edit: I want to say it does around 4500-5000 damage 1v1.

After all the times I’ve had head in the corner, I’ve only almost done it once, and I messed up somewhere towards the rekkas cause the counter stopped, so I don’t exactly know how practical this is. Also I don’t know if something better has already been posted. I imagine that you could probably tack on some more damage with omnom after the rekkas, but you’d need to hold H before you land cause you hit the head (And I don’t know if hitting them with the head actually makes the combo work).

Besides for that, since I play solo Ms. Fortune, I’ve been having tons of trouble with Peacock/Double teams. Springing across the screen with her DP isn’t really THAT great of an approach, and I don’t know what else to do. I think the only Peacock/Double team I beat, I won because I just destroyed Peacock as soon as the match started. Any info on strategies would be nice. But it seems people are mostly listing combos. We need more than training mode heroes!

I’ve played around with Ms. Fortune, and I think she’s a blast to play. Until her head randomly gets knocked off. Then my entire game plan is garbage. So my question is: when people play headless, do they actually KNOW what they’re doing? Like, is every placement of the head, including hitting it with a normal, completely intentional? Or is it more like playing Tao in Blazblue where you’re just being opportunistic, looking for random hits that can lead into big damage?

Does anyone know how that happens anyway?? Like it doesnt always get knocked off. I feel like it only happens when I trade with a mode that involves taking my head off. like MP

If they hit you during a move where she removes her head it can fall off.

She loses her head if hit during her standing MP, standing HP and jumping HP (in which she doesn’t take off her head). There might be more, though.

Also, can’t believe I forgot to mention this, but the last combo I posted also has a great window of opportunity for resets, as it is in the end of the combo with the opponent standing on the ground. Since the head will be right behind Fortune, she can OTG from her grab or rekkas very easily.
And speaking of grabs with the head behind Fortune, it’s possible to do forward+HP at the start of the grab and still be able to OTG with regular HP, allowing to start those sandwich combos.