Don’t know if this helps but in the corner (with head on Fortune) you can chain 5 furserker barrage supers in a row. Good for swag purposes I guess.
Alright, an update on the combo;
“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], s.MP xx qcb.HP, qcf.LP(x3)[/S] xx qcf+PP”
This works full/midscreen if you really have your timing and placement down, which I clearly don’t, but I really recommend this to be started near or in the corner. This combo will not use a Ground Bounce if you know your timing, but you can use it on the string right before the Air Combo leading into the first Hyper. I’ve gotten as far as missing the last “s.MP xx qcb.HP, qcf.LP(x3)” link since I kept trying to go right into the ‘qcb.HP’ move.
Without that last link, but using both Hypers, I got about 9139 damage. I can upload that video if that’s satisfying enough. I just can’t do the full combo without something going wrong, and my hand is starting to cramp. ;-;
This part will use your otg, and will only work if they are in the corner I think. Or maybe this is a typo and the sMP is suppose to be sHP? sHP will work there, in the corner and not use otg. But I think that after the qcbKK, you are comboing into midscreen again unless you crossed them up during the omnomnom right after.
-TexasTim-
I find this is never an issue for semi-competent Valentines. They know not to use their super while on the ground and most Valentine players seem to do it in the air anyway.
I just am finding it’s really hard for Fortune to get a hit in, as Valentine’s attacks all seem to out-prioritize Fortune’s.
Typo… I was really tired. It’s ‘s.HP’ [S]and it works midscreen only it setup properly which will happen naturally if the combo hits right.[/S] If you make it to the corner before the air combo into first Hyper, and the head is also in the corner, you are fine. I’ve tested that last part separate, [S]it doesn’t use an OTG if done right as it catches the opponent airborn.[/S] When you try doing the same combo for 4-6 hours to see what you can and can’t do, you learn what’s possible. [S]So I am pretty sure this full combo will get 10,000 damage.[/S]
Edit: I must have been very tired… I didn’t test enough. I forgot to account for the Detached Head’s recovery time, which happens to just be short of the qcf.MP(x3) chain. So it’s best to just super here. That only works if you go right into the OmNom when the Ground Bounce was not used up yet. So if you time the combo right to never use the Ground Bounce before the first Air Hyper, that final link is possible without having to to the ‘s.HP’ before OmNom. I guess I was hoping for too much.
But at least it gets 9,000 Damage right…? Someone please tell me that’s good enough for 2 bars with solo Ms.Fortune… Can I stop this madness now?
[media=youtube]-L2r8GuAfe4[/media]
Yes, you can stop now.
Because once Omnomnom is patched to work correctly this combo will not work, and you’ll need your strength.
I don’t really think that using omnomnom multiple times in a combo is the problem. I think that if they patched anything, it would be that MF hitting her own head after using it will not reduce the head’s recovery time.
I bet you could get more damage if you omitted all the light and multi hit medium attacks you can without triggering ips.
“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), qcf+PP”
Try omitting the bold moves and replacing the underlined moves with the following:
s.LP-s.MP with fHP
j.LP-j.LK with jMP
j.MP-j.MK with which ever does not trigger ips: jLP>jMK / jLK>jMK / jLP>jLK>jMK / jLP>jMP>jMK / jLK>jMP>jMK
s.LK with jqcbMK or just omit it totally. You may have trouble here with ips just using sMP, so if you do then use the sLK.
I bet you’ll see a worthwhile increase in damage with these changes.
So in the end the combo might look like this:
jHP>PP>jHP>2MP>5HK>jMK>j214P>6HP>214HP>5HK>jMP>jMK>j214MK>6HP>214HP>5HK>jLK>jMK>j214MK>j214KK>4HP>214HP>jHK>j214MK>5MP>236MPx3>236PP
I did what I did for my own good, Timing and combo wise;
- Screw timing ‘f.HP xx qcb.HP’ after ‘(air)qcb.HP’ so it doesn’t use a ground bounce, or even having it hit midscreen. I am just not cut out for that, I’m not Desk.
- Those standing/crouching attacks before the launcher are there because sometimes they don’t get launched out of OmNom, just hit and remain standing. I did try just raw launchers and it wasn’t consistent for some reason.
- The Combo portion; ‘c.MK-s.MK, j.LP-j.LK-j.MK xx qcb.MK’ makes sure there is time for the head to recharge for use.
- Yes, the infinite combo thing will kick in if you just went for the ‘s.MP’ after ‘j.HK’
And as a final note, I like using that sexy ‘s.MK’, So the only thing that probably could be changed is the beginning ground chain. And I don’t think I’d do that. It was a “double overhead into double low into slow reaction hit-confirming ‘s.MK’ to launcher” kind of thought, which could be mixed to just one overhead into a low, or whatever.
But in all, if you can figure out how to time it so that it hits properly, go for it. I just like making combos hoping it will inspire others to do their own variations and what not. Or just to give new players something to work on doing to learn the character.
EDIT; Where is the video thread? If you haven’t seen, some interesting stuff happened in this match.
[media=youtube]cgP4vohmoUE[/media]
[media=youtube]uRMCWb1enew[/media]
No Meter Start, Builds 2 Meters, no NOM NOM NOM used, Head-On Start, Near Corner, 10000+ Damage.
j.:hk: > cr.:lk: > cr.:mp: > cr.:mk: > s.:hp: + Call Assist xx :d::db::hp: > (opponent staggered) NJ Forward j.:hk: > land > :d::df::f::lp: x2 > :hp: (head hits) > s.:mp: xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > cr.:mp: xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > cr.:mk: xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > s.:mk: (2 Hits) xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > s.:lk: > s.:mp: > s.:mk: (2 Hits) xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > cr.:lp: > s.:mp: > cr.:mk: xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > cr.:lk: > cr.:mp: > cr.:mk: xx :d::df::f::mp:x2 (wait a little) > :hp: (head hits) > s.:hk: (Launch) xx SJC Up Forward > j.:lk: > j.:mp: > j.:hk: > :hp: (Call head as soon as j.:hk: hits) > (head hits, you land) > s.:lp: > s.:mp: > cr.:mk: > s.:hk: (Launch) xx SJC Up Forward > j.:lp: > j.:mp: >j.:hk: (Call head immediately after you hit) > (head stops the opponent from bouncing, you land) :d::df::f::mp::hp:
Nerf the NOM NOM NOM loop all you want, Ms. Fortune is amazing without it.
Notes:
- You can use any assist that let’s you combo into :d::db:
:hp: so you get the stagger on the opponent.
- The combo works if you happen to had left the head in the corner, but it’s less likely to happen then you landing a hit near the corner.
- Currently, it seems it could work midscreen with a few less hits. I’ll update if I find anything.
- It’s possible to use no ground bounces at all if you time the :hp: well during the last two chains of the combo.
At the end when you do the mp rekka, couldn’t you have the fortune head do a zoom>omnomnom OR Feline Alergies>j.El Gato> QCB KK
Constantly, the head didn’t recover in time enough for it to connect properly. As in recovering just as the Hyper activates, which was too late to connect anything before the opponent hits the ground in the combo above. Check the video description for my explanation on how you can link what you are referring to.
Edit, What’s El-Gato? qcb.anyK?
El Gato is the j.QCB.HK and QCB.KK is Ms. Fortune’s level 1 air super.
They already said that Omnomnom mistakenly positions the head behind the opponent when you hit the opponent out of it. The head should land behind Fortune, which means that the position of the head in your combo will not work. If anything, you’ll need to sneak some f+HP between normals and moves to sort of move the head. Although they haven’t said how far behind Fortune the head will move. Maybe it’s right behind her, and the timing in your combo might change a but but still work.
Hitting the head reducing the recovery won’t matter when the head is not close enough to do another one. That’s intentional, and so is holding HP to make Fortune’s head invincible to her own attacks.
for reference, you can modify the standard corner nom loop as follows: stuff > 5hk -> j.mk xx j.214p, land, j.hk, ]hp[ right when the hk hits, land, 5mp > delay 5mk > …
- if using slower normals, end with the day 1 bnb: mp rekka, [hp] mp rekka, ]hp[ …
- else you can do mp rekka, mp rekka, [hp] mp rekka ]hp[, chain lights into 5mp, restand…
builds 1.5 meters if you super, does ~11200 on 1.0 scaling. can be optimized with DHCs or judicious use of 5hk, air chains, and 623k.
I’m confused as to why practice the NOM loop (heh, like ROM loop) if it will be patched to not work in the first patch of the game.
after the patch drops you can switch directions during nom, iad xup and keep the head in the corner. depending on assists you can squeeze another rep or 2 if absolutely necessary. obv not as braindead as before but honestly that means jackshit. it does change the situation midscreen though
You lost me. How are you managing to hit the head and continue when you’re IAD’ing?
You’re saying it will not be as braindead. I’m saying it’s not going to be plausible anymore. You might as well just do s.MK (2-hit), HP, c.MP, s.MK (2-hit), HP, s.MP, s.MK (2-hit), HP, walk a bit, c.LK, s.MP, s.MK (2-hit), HP, walk a bit, s.LK, s.MP, s.MK (2-hit), HP, walk a bit, c.LP, s.LK, s.MP, s.MK (2-hit), HP, s.HK, j.HP, AD, j.MK (2-hit), b+HP, qcb+MK XX qcb+KK, qcb+HP, s.LP, s.LK, s.MP, s.MK (2-hit), s.HK, j.MP, j.MK (2-hit), HP, qcb+MK XX qcb+KK and you have a combo that uses two bars but builds more than 1.
And it’s EASY (once you get the hang of it) compared to going around your elbow to get to your ass and try a loop that the game won’t give you for free anymore.
I changed my sig in honor of my favorite character. I just wish you could put the Ms. Fortune head in it.
Is omnomnom a grab or can you block it?
Grab on hit.