Ms. Fortune: Falling to Pieces

Hi! I’ve been playing her a LOT since the day it came out, and I have found some very easy to confirm, anywhere landed combos that I I have seen maximizing damage without a lot of super confusing inputs. I just wanted to contribute (since I literally spent eight hours making the first combo =_=) and I hope they’re different enough that people will enjoy!

j.HP > st.MK (2 hits) > st.HK > j.MK (2 hits) > j.HP > ADC > j.MK (2 hits) > qcb.HP > f.HP (whiff) > Walk forward > st.HK > j.MP > j.MK (2 hits) > qcb.MK > qcb.HP > st.MP > st.MK (2 hits) > qcf.MPx3 > qcf.PP

This combo gets about 67-70k, half life on any full power char, is meter positive, does not allow breakout, and it works on the whole cast. When doing the ADC don’t immediately cancel the dash into the second j.MK, it must be just SLIGHTLY later, enough to see the blood come from her body just briefly. On Valentine and Fotrune this is very strict though, and can be omitted for j.MK > j.MK for only slight damage reduction. From the head bounce to the relaunch, you can actually NOT whiff the f.HP, and catch the falling person to bounce them right back to you. It’s more for placement of the head to catch them with her Omnom attack after, but it does look very cool. However if you can’t get the head right you can omit the f.HP and just catch them on the ground with cr.LP > st.MP >st.MK > Rekkachain > finisher for ease. This can also have a cr.LK in between j.HP and st.MK for confirming/mixup potential

You will notice a lot of times that you’ll lose your head by mistake, so it’s good to have a default combo that omits HP. The best damage one I’ve found is:

j.HK > st.MK > st.HK > j.MK > ADC > j.MK > qcb.MK > cr.LK >st.HK > j.MP > j.MK > qcb.MK > qcb.KK

It’s nigh on 6k if not that, easy, quick and dirty and really puts the fear of god into people who think they’ve got you with your pants down when they knock your head off.

Her instant overheads and throws are the only way she can open up really defensive opponents (rekka overhead is VERY obvious) so comboing throws is good too, but I haven’t found many options yet. In the corner though, I find you can land with your head:

Corner: Throw > cr.LK > cr.MK > st.HK > j.MK > qcb.HP > dp.HK > j.HK > qcb.KK

Not the most amazing damage ever but fine amidst corner pressure, around 5K I think.

And the last worthwhile combo I’ve found is in the corner with your head lodged in the corner around your opponent. Situational, but a situation thats come up a lot for me and is pretty easy to confirm:

j.HP > st.MK > st.HK (head launches too, keeps them from going very high off of launch) > dp.HK-K > j.MK >ADC > j.MK > qcb.MK > qcb.HP > st.MP > st.MK > qcf.MPx3 > qcf.PP

This is kinda flashy but not hard to confirm and great headless corner damage. It may be possible to get some repetitions of st.MP > st.MK > st.HP(headless) before the launch, I have to try that.

I hope my contributions help a bit, or give you guys something to work with!

Heya guys, here’s a video of the combo I posted earlier. Turns out, it is 100% damage for 1v2/3, I was just confused by training mode.

Spoiler

[media=youtube]4mkPJLnPGaE[/media]

Probably not. I’m 90% certain omnomnom is an otg, so it would be the second otg in your combo. You could probably do it if you replaced the s.HK knockdown loop with a c.HP restand loop you might be able to. In fact, if you do some tricky head repositioning during the air part of your combo it could be possible to nomnomnom after furserker. I’ll have to try that next time I head into the lab.

This looks great I just need a little clarification on the notation. I don’t get the “lp fibre uppercut~k” part, and I’m assuming sjc is just jump cancel, yes?

Anybody have tips to tiger knee El Gato on a pad? I’m failing miserably.

Also, I would love some videos of non-corner (redundant, but the term is being used for everything so I have to specify) BnBs for both headed and headless Fortune.
For some reason I can’t do anything from notation, I have to do it from watching the combo instead.

Yeah I was practicing it in training mode for a while and pretty much got it down, the only part I’m having trouble getting consistently is “s.MP, Fibre Uppercut” at the beginning. I don’t know if it’s the timing on it or me just not getting the SRK motion right or what but that is keeping me from being able to take the combo online. The SRK motion is definitely a pain though.

turns out if you hit the head during after omnom, the recovery gets cancelled. so you can do:

omnom, mk(2) xx mp rekka (head contact), mp rekka (head contact), [HP]+mp rekka, ]HP[ xx omnom, mp, mk, etc etc etc

alright, corner combo time - 2lk>5mk>2hk(1) xx 623lk>k, j.hp xx airdash j.hp xx j.214mk (restand), 5hk -> j.mk xx 214p, nom, 5mk(2) xx LOOP, 2mk xx LOOP, 2mp>5mk(2) xx LOOP, 5mp>5mk(2) xx LOOP, 5lk>5mp>5mk(2) xx LOOP, 2lk>5mp>5mk(2) xx LOOP, 5lp>lp>5mp>5mk(2) xx LOOP, 2lp>lp>5mp>5mk(2) xx LOOP, ENDER

where LOOP = mp rekka, mp rekka [HP], mp rekka ]HP[ xx omnomnomnom

corner combo. should all work in theory. my execution sucks though so i only made it to the lights - when i messed up i built 2+ meters and did ~9300 damage (1v1). when people get this loop down, oh man… (if someone gets the entire combo down, does super and dhc into a lvl3, it could actually TOD 1v1 and be meter-neutral to boot!)

the restand off 2hk xx lk fiber works on valentine and double - i conclude it works on everyone else in between.

delay between rekkas as much as possible. you need to let go of HP right after the 3rd rekka hits. what I do is hold HP as SOON as i input the third 236mp

hey i pulled it off. ended with 236pp because i didn’t know what to do lol. 3+ meters, ~12800 dmg lol (a dhc will guarantee the kill in 2v2). the dmg will of course vary depending on how much you let the noms nom

SAd to say just checked this combo against crouchers, fibre uppercut misses :(, atleast against ms fortune

Argh we need character subforums it’s so lame having to sift through this whole thread for combos that don’t start with a jump in

Fun fact: Fortune can combo after an instant overhead j.LK by cancelling into airdash j.HP or j.LK j.MP. I’m not sure what characters this works on and checking’ll be a pain without the ability to make the dummy crouch. If nothing else, this is good for fuzzy guard setups.

Also, for the ghetto cancel with headless qcb k, you can negative edge it to make sure you don’t get any hold input.

I have motor skill problems, so I can’t really do long combo’s (As my finger’s get confused and start spazzing out), but I was working on something simple for this character. All of it has probably already been done (I don’t bother looking at what other people do for combos, it just makes me depressed), but whatever.

Head attached - j.HK (Not requiered), s.LP, s.LP, s.LK, s.MK (2 hit), s.HK, j.LP, j.LK, j.MP, qcb HP (floor bounce), Walk forward (If not in corner), qcb HP (Head bite thing), s.LP, s.LP, s.LK, s.MP, s.MK (2 hit), c.HK (only 1 hit), qcf MP (3 times), Super.

If you are in the corner, you’ll get a bunch of extra hits from the head (If you do the Level 1 Super), but if they are a light character I think you can only get two hits off the rekka before you’ll start to miss the super. I also play around with the head, and use it after a throw or an air Super (Level 1), which will of course lead you back into everything after the head bite.

www.youtube.com/watch?v=dhyv-zsNaNM

combo using a bunch of silly stuff.

it’s impossible. To tiger knee el gato would require you to jump backwards. El gato can’t be used when ms fortune is in the air and moving backwards. So don’t worry. Your not failing (besides, it took me quite a while to figure out why I couldn’t do it either.)

that’s incorrect. you perform the same motion as sf4 cammy’s tk cannon strike. 2149 works, but it has to be input very slow.

Quick question. Can you otg off a light El Gato midscreen? I’v been doing launch > J.Mp > J.Hp > Air Dash Cancel > J.Hp > Light El Gato > C.Mp otg. I think I’v gotten it to work midscreen off certain characters, but it becomes rollable most of the time. Am I just screwing up the timing on the otg, or is it possible?

I’ve seen a combo video where light El Gato was combo’d off of, let me see if I can find it.

There we go:
[media=youtube]oqELAKkDFN8[/media]

Derp. Your right. Thanks though. I’ve been trying to figure that out.

Got a 8575 damage combo (1v1) in the corner, head on, requires one meter. Still feel it could be optimized some more, but whatever.

j. HK, cr. LK, cr. MK, st. HK, j. MP, j. MK(2), j. QCB+P, [HP*] cr. MK, st. HK, j. LK, j. MP, j. MK(2), j. QCB+HK, j. QCB+KK, QCB+HP, Dash through**, st. MK(2), st. HK, j. LP, j. MP, j. MK(2), j. QCB+HK, j. QCB+HP***, st. MP, st. MK(2), QCF+MP(x3), QCF+PP.

*Makes head dash out of the corner for better positioning.
**No physical extent on someone being hit by Om Nom Nom, can move right through them. Possible bug?
***Hitting Om Nom Nom on an enemy in a slide from j. QCB+HK doesn’t count as an OTG for whatever reason.

Anyone running 2character teams w/ Fortune on point? My Solo Ms. Fortune is pretty solid so i picked up Parasoul… currently using her Egret Charge as an assist to cover foruntes lack of zoning… if it hits the wallbounce means a free combo for me.

What assist do yall use for Fortune though? right now i just do s.M facepalm to tack on some extra damage for parasoul… plus it holds em in place for some easy hyper damage

Anyone have any tips for getting in on Peacock with Miss Fortune? I’ve never really had to play against strong zoning characters in my previous games so I get destroyed by her. I actually have a better chance bypassing them with cerebella, which is pretty embarassing.