Just take to the air bro. The only thing Peacock has that can hit you that high is the plane. Super jump, double jump, air dash, bam your in her face. Just be ready to block when you get close obviously.
Get ready for teleports.
Can we get some actual bnbs in this thread please? a jump in, head required combo is not a bnb.
How is that not a bnb?
still working on it but it shouldn’t trigger the IPS and works anywhere on the screen.
anything into cr.HP, j.MP, j.HP xx DC, j.LK, j.HP, land, st.LP, st.HK, j.MK, QCB.HP, MK fiber upper xx jump, j.LK, j.HK (should be in corner by this point), omnom, rekkas xx super, fallow up if you have meter.
Does okay damage and sets you up for head pressure in the corner, which means 90% chance of mix ups with proper assists to KO.
What id the best assist to use for ms. fortune? Right now i’m using her default M Fiber Upper, because i know that’s a pretty good one but I was wondering if there are any better ones, or if I should be using a different strength for Fiber Upper on the assist. Thanks guys(:
Who here called that a BnB? I have no control over what others call their videos, and I wasn’t posting for "Look guys I found a BnB!"
He asked if he could OTG off El Gato light. I found a video where a person did, as I couldn’t attempt it myself at the moment.
Also, just ignore the two jump in attacks. BAM, now it’s closer to BnB form.
Also Fortune is probably the worst character to use the “strict” definition of BnB, because she revolves completely around opportunity based off head positioning.
If anything, she’ll simply have to have two versions of BnBs where her head is on and another where her head is off (and the problem with this one is making the combo long and powerful will depend on what part of the stage your head is at).
Has anyone been trying to find optimized practical mid-screen combos, though?
As of right now I just do s.HK > 2149.MK > j.HK combos cause they’re fancy. Lol.
Here’s the one I posted a while back. Can relaunch three times and ends with head removed (sorry for just copypasting and not changing to smiley notation, it’s kinda late here):
cr.LP, cr.MP, st.MK, cr.HP, sjc, j.HP, ADC, j.LK, j.HP, land, s.LP, s.HK, sjc, j.MKxxQCB+LK, land, cr.LP, s.HK, sjc, j.MP, j.MKxx QCB+P, land, st.MP, st.HK, sjc, j.LP, j.MP, j.MKxxQCB+MKxxQCB+KK
After the air QCB+P you might want to move the head to not hit it accidentally, you have plenty of time to do it during the ground bounce.
But since her combos are better in the corner, you might want to end it with a j.HK or QCB+HK instead of the super for the wallcarry, while moving the head as well. This way, the combo is pretty much guaranteed to put the opponent in the corner, even if it starts in the opposite side of the stage.
Searched, and couldn’t find anything. Does everyone know that Ms. Fortune has an undocumented Blockbuster? QCF+HK+HP makes her do a golf swing with her tailsword that has wall bounce property and will also send her head flying if it’s in range.
Edit: I’m an idiot, nevermind. That’s what I get for never using snapbacks in this game.
Turns out OMNOMNOM can do multiple OTGs. It’s not EXACTLY that it breaks the rule of OTGs, but if the head happens to be underneath the character in active frames as they land, it will hit the yellow boxes before they turn white (invincible because of the OTG rule).
So… this is my 100% on 1v1 or 2v2, 6 meter Ms. Fortune combo. Starts with full 5 tension, opponent in corner (or near corner but head in corner).
j.HP (j.HK if headless) XX air qcb+HK XX qcb+PP, OTG c.MP, s.HK, jump, j.MK (2 hits), qcb+HP, land, jump, j.LK, j.MK (2 hits) XX qcb+MK XX dp+HP, land, jump, j.LP, j.LK, j.MK (2 hits) XX qcb+MK XX qcb+KK, qcb+HP, walk forward, c.LK, s.MP, s.MK XX qcf+LPx3 XX qcb+HP, walk forward, s.LP, c.LK, s.MP, s.MK (2 hits), s.HK, jump, j.MP, j.MK (2 hits) XX qcb+MK XX qcb+KK, qcb+HP, walk, c.LP, s.LK, s.MP, s.MK (2 hits) XX qcf+MPx2 XX qcb+HP, walk forward, qcf+PP
That would be her Outtake, a snapback. Hit a character to force a switch. In a vs. against a single character, it will always cause a wall bounce.
I like L Fiber Upper. H has great invincibility, but on startup and is slow to come out. L comes out really fast and its active box is good enough to at least trade from what I can see.
This is a little bit of a weird question, but do you guys have any tips on holding down HP while continuing a combo? It’s limiting my combo options a little bit right now. Literally, what finger do you guys use? Ring finger, pinky? I can’t seem to get the hang of it…
does she have any good assist other than her dp? Also not sure on how many characters i want to use. Might shoot for two or three.
Head attached
Midscreen:
2LP/2LK>2MP>5MK>5HK>jLK>jHP>PP>jLK>jHP>5LP>5MK>5HP>236HPx3>236PP 4.4k
-236PP ender gives hard knockdown, allowing for a safe head removal set-up and a dash up high/low, or a few whichway mix-ups (essentially a 4 way mix-up).
-You get more damage if you use 2MK and 2MP/5MP instead of 5MK respectively, but it’s a little char specific/corner only.
-Vs light chars, your jLK cancel out of dash must delayed, ie. dash a little longer.
2LP/2LK>2MP>5MK>5HK>jLK>jHP>PP>jLK>jHP>5LP>5MK>5HK>jLP>jMP>jMK>j214HK 4k
-j214HK ender give hard knockdown, allowing for a safe head removal set-up and a dash up high/low, or a whichway mix-up (essentially a 4 way mix-up).
2LP/2LK>2MP>5MK>5HK>jLK>jHP>PP>jLK>jHP>5LP>5MK>5HK>jLP>jMP>jMK>j214HP>214HP 4.1k
-j214HP will ground bounce, which you catch with omnomnom. You can then 2LP/2LK(whatever Ligh attack you have not used yet) during the grab’s hitstun. This will put them in a standing state. You may then proceed to reset them with the High/Low/Throw mix-up of your choice. The omnomnom can even cause cross-up on the reset if timed properly.
Headless
Midscreen:
2LP/5LP/2LK/5LK>(5MP>5MK>5HP)x3>5HK>jLP>jMP>jMK>j214HK 4.2k
-j214HK ender give hard knockdown, allowing for a safe head reattach or head set-up, and a dash up high/low. You may also add an omnomnom to the end of this and go for reset mix-ups.
-Requires the head be set-up behind the opponent a little ways.
-Best if you choose normals/hold HP so the head is under control.
2LP/2LK>5MP>5MK>5HK>jLP>jMP>jMK>j214HK 3k
-For when your head is out of position
-Allows for safe repositioning of the head or reattach, plus a high/low
-Note that you can be inputting 6HP a couple times during this to get the head in a better location. During 5MK, jMK, and j214HK is where I like to add it.
Needless to say, these all work in the corner too. These are primarily what I use. Try not to use the otg relaunches in your combos,unless you go for resets with omnomnom set-ups. It will make your hard knockdown moves techable. And I think her neutral game is weaker without her head attached. So any situation that leads to an otg (ie not hard knockdown or reset) is real bad for MF. She does not have total disjointed hit boxes like most of the rest of the cast (due to all her moves using her arms, legs, or head, and not a saw or fan blade or hair or whatever.), so her normals tend to loose or trade at best if she doesn’t have the momentum. Chances are you worked your ass off to get in. Don’t let them tech for free and give your self the hassle of getting in again. I’m just saying this cuz every MF I play against and most of the combos I see on this board allow the opponent to just tech out and away scott free. You get mix-ups off knockdows and resets, which is a more reliable way of getting damage then winning at neutral.
Throw Combos
Corner only:
Throw into the corner> 236PP 3.1k
-Intended to be used with the head on, but can be used with the head off, and allows for a safe head reattach.
-Is techable.
Corner or midscreen:
Throw towards head>214HP 1.7k
-Head off. Duhhh…
-Allows for reset mix-ups
-I’m pretty sure that if you wanted to, you could extend this combo into an air combo into another omnomnom and then into a reset for more damage, But I’m lazy… and can’t guarantee that the head will be in position every time so… at your own risk.
-Will work with air throws too if the head is in range.
This is a part that I am at a loss on. Most other chars have very damaging combos off of throws, but I cant find a way to get damage on a throw with the head on except by super canceling, and only in the corner, or with the head off. If anyone finds a better way, I’d like to know. Its a real weak point in my game right now.
If you landed a jump-in on any of these, you can add 500-2000 damage depending on which one(s) you used. I’m sure you can get more out of these combos to optimize/extend them and still get hard knockdown or a reset. But I like simple mode combos that lead to oki (something a lot of other chars lack). You will kill a char with 3 of these combos, and I think the mix-ups are good, so the chances of netting more damage off a mix-up is high. I made these combos with the concept of sacrificing damage for oki and to fit my playstyle. I pretty much play her like a melty blood char. Also, a quick note on meaty attacks: Wake-up times are char specific… Learn the timing if you want to be successful with these combos.
Hope this helps with the lack of BNBs as quoted…
-TexasTim-
You can special cancel the throw’s recovery into Rekkas then super cancel those. It’s still not a full combo but it’s better damage. Doing MP Rekkas (no head) is about 4k, doing HP rekkas is 4.4k. They can be done midscreen as well, but require tighter timing. I also think you can special cancel into Fiber Upper and get a combo in the corner, but I haven’t messed with that too much.
As for bnb’s:
cr. LK, cr. MP, st. MK(2), DP+LK~K, j. LP, j. LK, st. LP, st. MP, st. MK(2), st. HK, j. MK(2), j. QCB+MK, cr. LK, cr. MK, st. HK, j. MP, j. MK(2), j. QCB+HK
~4000 damage give or take depending on whether you have your head on or not (more hits in st. MP means more scaling), ~4800 if you replace the j. QCB with a j. QCB+MK into Air Super. Ending with HK axe kick puts them into an untechable slide and makes this pretty much corner to corner while also giving you time to set up oki with assists or your head. Works midscreen or corner with head on or off.
All this talk of BNBs, Ms fortune to me seems like a character of improvising. Sure, you need a base combo, but everything about her gameplan is where that head is at. Depending on where your opponent is and where you and/or your head is at, there’s never a single strategy for her. But that’s why I LOVE her!
**Alright I need people to post down the agreed upon bnb’s for these situations so I can get it posted in my strats/assists thread. **
Ms.Fortune bnb’s
Grounded Mid Screen:
Grounded Near Corner:
Anti Air Mid Screen:
Anti Air Near Corner:
Air to Air Mid Screen:
Air to Air Near Corner:
Off regular throw or assist or other situations that make the IPS kick in faster:
Are you sure that they can’t tech the j214HK ender when you used the otg of j214MK> 2LK to relaunch? It’s real hard for me to see the color indicator on the ground slam. Can you tell if it’s pink? I just assumed it would be techable, b/c 236PP’s ground slam is techable if you otg-ed.
Edit: Yeah, it looks blue to me. I think this is techable for sure. You’d prolly have to end with j214HP and omnomnom for a reset to get a mix-up on this.