Ms. Fortune: Falling to Pieces

been in the lab designing a corner carry combo as practical and braindead as possible. here’s my candidate combo:

anything > 5hk -> j.mk(2) xx j.214p, land, 9hk+6hp(, slight dash forward) > 5mk(2) xx 623mk>k, j.mp > j.hk+6hp, land(, slight dash forward) > 623hk>k, j.lk > j.hk+6hp, land, 5hk (you are guaranteed to be near the corner by now) -> j.lp > j.mp > j.mk(2) > j.hk+6hp xx omnom, corner loop etc

you can hold 9 for the first ZOOM. hk+hp should be input as hk~hp (roll the hk into hp). if done right, you should never use up your otg. the opponent landing on your 6hp is actually pretty reliable, for whatever reason.

this works on everyone except double (too heavy). i haven’t kinked out minor adjustments; against filia you do need to dash forward much farther both times - her hitbox isn’t fiber uppercut friendly. the thing i want to account for is variance in horizontal distance between your opponent and your head.

again, practical and braindead are the requirements here - let me know if you can think of tweaks to better satisfy these criteria

oh yeah, does around ~5500 and builds almost a meter off a raw hk. realistic dmg would probably be ~5000 or so

5hp xx 623lk restand is the ideal choice - against pixies the opponent sometimes gets floored by the j.214mk though. had to cancel off 2hk to guarantee it against everyone (tight timing on cerebella aside). if you can always 5hk off j.214hk without using red bounce that’s probably the way to go

I’ll just leave this here for those situations where this can work.

[media=youtube]zURMOmDJAic[/media]

Yay character subforum!

OK, so this is the longest most insane combo I’ve ever done in a fighting game (although Omnomnom is going to get patched to prevent half of it lol)

Opponent cornered, 5 stock, anyone but Cerebella and Double, does over 14300 damage on 1.00 multiplier:
j.HP/HK, air qcb+HK XX qcb+PP, c.MP, s.HK, j.MK (2 hit) XX qcb+HP, land, jump, j.LK, j.MK (2 hit), qcb+MK XX dp+HP, land, jump, j.LP, j.LK, j.MK (2 hit), qcb+MK XX qcb+KK, qcb+HP (will not OTG, so must be timed to be active where the opponent will land), c.LK, s.MP, s.MK (2-hit) XX qcf+MPx3 XX qcb+HP, s.LP, s.LK, s.MP, s.MK (2 hit), s.HK, j.MP, j.MK (2-hit), qcb+MK XX qcb+KK, qcb+HP (will not OTG), c.LP, s.LK, s.MP, s.MK (2-hit) qcf+MPx2 XX qcb+HP, qcf+PP

Uses 6 meters, but builds one between the qcb+PP and the last rekkas. Talk about epic. Just wish I could record it.

Now, the reason it doesn’t work on Cerebella and Double is obviously their weight. For Cerebella, the combo drops where DP+HP hits because her small hitbox makes it so she actually crosses Fortune up in the air so the combo can’t continue. I’ve gone as far as changing that, but it seems with her hitboxes not being anywhere near Vice Versa, hitting a non-OTG Omnomnom on a falling Cerebella seems impossible.

On Double, she drops so fast the j.MK before the dp+HP whiffs.

For both of them, after qcb+HP takes the head off, I’ve considered waiting for them to fall, dp+HP, jump, qcb+MK XX qcb+KK and get them out of the corner that way. The thing about dp+HP (which I use a lot) is that it also gets the head out of the corner into the perfect place to hit after qcb+KK. If you fancy other ways, you can just use the 2-hit window of j.MK so quickly hit b+HP before your followup, making the head move half a screen away.

Many people don’t realize Fortune can move the head while she’s doing other stuff, so while doing the j.MK move the head around with HP, f+HP or b+HP (they have the least recovery) or even combo into qcb+HP or dp+HP (although they have the most recovery).

The patch to Omnomnom comes because according to notes in the code made to themselves, after hitting out of Omnomnom Fortune’s head is supposed to jump behind her, not behind the opponent. This means that she will likely be able to combo into qcb+KK then hit qcb+HP on the falling opponent, so the strategy will still sort of feel the same.

Can someone try out some things for me? They work in theory, but I can’t tell if they work because I only have two hands and a training dummy that doesn’t do much.

  1. Every standing character in the game, MF can do (in the corner): instant air j.lk adc j.lk, j.mp (land) combo of choice. It whiffs on every crouching character in the game. Thus, a fuzzy guard is needed to make use of this. If they’re blocking cerecopter, or a very deep IAD j.hp, can you fuzzy guard with this? You get a really good damage combo off it.

  2. If you straight jump right next to another character, and do j.mk as low to the ground as physically possible, one of three things will happen: the move whiffs entirely, but a “swipe” graphic still appears and you land; the first hit of the j.mk hits, then you land and can do 2lk; or both hits of the j.mk will hit, you can cancel into 214mk to pick up a combo. Again, if locked down with cerecopter in the corner, how difficult is it for a human to block this? It sounds really, really strong to me.

how do yu do omnom loop or is there a way to start it im confused how it works. i wanna learn it for heavies and great damage

if you’re not converting every random hit you land in a match into that loop… then you’re doing it wrong

Here is another for… whoever. I don’t think I’ll be doing anything more than this.

[media=youtube]9pu0q8I7yLI[/media]

be a dick, whiff 214p twice each time you nom. nets you 1/2 a meter free if you max out the number of reps

Someone with better execution than me will have to check this, but if you can land j214MK into 6HP(head off) and restand with omnomnom with out using otg, then I think you can extend the rekka corner loop with at least a couple air strings. I don’t thing the j214K series or your 5HK trigger ips, so something like the following should be possible pre rekka loop in the corner:
combo>j214HP>6HP>214HP(restand)>5HK>air chain>j214MK>j6HP>214HP(restand)>5HK>repeat until you run out of air chains> rekka loops.
Air chains might be: jMP>jMK>j214MK, or jLP>jMK>j214MK, or jLK>jMP>jMK>j214MK, or stuff into jHK instead of j214MK. I really can’t think of anymore strings that might work and not trigger ips.
But I’m speculating right now. I can’t execute this kind of thing yet, I just think it might work. Someone who can execute with 6HP catches tell me if you think this can work please?

-TexasTim-

Can someone please explain to me what the term “Rekka” means?

Rekka is the name of a special move from street fighter character, Fei Long. Since then all QCF specials that can combo in itself thrice is referred to as a “Rekka” for short.

air knockdown into 6hp xx 214hp is super consistent. [S]doesn’t work on double i believe, maybe another character as well. forgot to mention: there’s a little trick. walk into the opponent so omnom doesn’t need to travel as far[/S] doesn’t work on double, filia, cerebella. instead do ]hp[ right when a j.hk hits. timing on the j.214mk is probably a bit trickier because of the hitstop. don’t walk into parasoul. otherwise consistent. (can we get a combo thread pretty please?)

i’ve been using stuff > j.hk into 6hp for consistency, but j.214mk should also work. j.214hk unfortunately doesn’t. the great thing about j.214mk too is the scaling is 25% instead of 15%

oh yeah, that coast-to-coast carry combo i posted earlier has been getting me results

I can’t read any of this because c. s. and qcf. notations are much easier to know what it means.

Sry. I just use the number notation for everything. Its the directionals on the stick/pad:

7 8 9
4 5 6
1 2 3

Where 4 is back, 6 is forward, 5 is neutral, 2 is down, ect., and 6 is always towards the opponent.

I use it b/c it’s easier to describe command normals.

I had it reversed, with 123 being at the top. I never understood it. I prefer the letters though.

Anyway, after reading around and using number box thing, I figured you were talking to me about the combo. I’ll try it to see what I can or can’t do afterwards.

Well, I don’t know why it has never occurred to me that you can Fiber Uppercut after a throw in a corner, but one of MikeZs posts made me realize it.
In theory, you would think

Corner Throw>DP+MK~K>j.LK>j.HP>land>MP(5)>HK>j.MP-HP>AD>j.MK(2)>j.QCB+HP>LOOP>c.MP>LOOP>LP-LP>LOOP>c.LP-C.LP>LOOP>LK>LOOP>c.LK>LOOP>c.MK>j.LP>j.MP>j.MK(2)>j.QCB+MK>SUPER

would work…wouldn’t it?

Loop being MP>MK(2)>QCFx2>]HP[(head hit) The first time it restands, and the c.MP being used in place of MP right after.
edit: I did it 1v1 against Parasoul. Did 8306. Builds 2 bars.

Its easy against Parasoul, Double, Cerebella, and Fillia, and not so easy against the others.
For the other four, just neutral sj after the HK and do j.MP>j.MK(2)>j.QCB+HP

[S]Alright, I probably typed this all wrong, missed inputs or added in something extra, but[/S] here is the combo below. Screw doing this mid-screen as the timing and where the head attacks went just annoyed me too much, so this combo is to be started near or in the corner.

“j.HP (Airdash) j.HP, c.LK-c.MP-s.MK-s.HK, j.MK xx qcb.MP, s.LP-s.MP xx qcb.HP, s.MK-s.HK, j.LP-j.LK-j.MK xx qcb.MK-f.HP xx qcb.HP, c.MK-s.HK, j.MP-j.MK xx qcb.MK xx qcb+KK, b.HP xx qcb.HP, j.HK, s.LK-s.MP-s.MK xx qcf.MP(x3), s.MP xx qcb.HP, qcf.LP(x3) xx qcf+PP”

I’ve tested bits and pieces of this combo as I haven’t been able to time the links well enough to do it in one go, only getting about halfway through before missing the timing for “f.HP xx qcb.HP” which happens a lot. Although, as far as I got I know it will at least be doing over 6500-7000 minimum and never actually uses up a Ground Bounce, though I could still be wrong.

EDIT: Also this was tested on Lilia.

This made me lol
[media=youtube]_6Hm_5k-oXI[/media]

Is it just me, or does Valentine seem to have a favorable match-up against Fortune?

Sort of, Ms. Fortune’s head does stop one of Valentine’s supers from hitting properly though. This can make a Valentine player second guess what combo ender to use, meaning less damage done to Ms. Fortune.