Do two MP rekkas in the corner, where the second hits the head. Then cancel it into head recall (qcb+LP or qcb+MP). Now you have frame advantage on hit, enough frame advantage to link any medium attacks from it.
Hey guys, I am just posting here to get some help with my Ms Fortune. I can play with her but I feel I am not really getting her down.
What are some basic combos that can get me ready for the bigger ones? Or how should I play with her to make myself better. If possible I can play you guys to see what you think of how I play.
OK, let me start by hoping you know what I mean when I say qcb+LP, s.MK, j.HP and so on, because I’ll use that notation. You can ask if you don’t know.
First of all, chains are the way to go because they cancel one lighter attack into another, heavier attack without much recovery. Her standing, jumping and crouching chains are LP->LK->MP->MK->HP/HK (meaning either of the two will chain but it would be the last). If you’ve gone through the tutorials you were told you can skip normals in the chains as long as you still hit them in sequence. Past that, some experimentation will show you which special moves. Here are some helpful ground chains. Note that c.LK has longer range and thus is usually the most useful option, although s.LP is quicker. The chains that end in s.HK result in launching.
c.LK, s.MK (2 hits), s.HK
c.LK, c.MP, s.HK
c.LK, s.MP (all hits if head is on), s.HK
c.LK, s.MK (2 hits), c.HK
c.LK, s.MK (2 hits), s.HP (head on)
There are other chains, but let’s start with these. You can end all these chains with s.HP (head on) and cancel it into other moves. Now, assume that you hit one of the chains that ends in s.HK. Now, you can hold uf to jump forward and do one of these chains.
These are a few examples. Now, let me show you ways to extend those combos. Instead of the last j.HK, try:
qcb+LK
qcb+MK
qcb+P (head on)
qcb+PP
qcb+KK
In the first three cases, you can follow up for more hits and damage. The last option can only be followed by a headless head attack with correct positioning, so don’t worry about that just yet. For the first two options, land, then hit the opponent with an OTG c.LK->s.MK (2 hit) and continue from there. For the third option, wait until the opponent is just about to hit the ground, and hit qcb+HP to restand them with an OTG OMNOMNOM. This will give you enough time to do other things, such as another ground chain into another launcher. Be careful about not repeating the first normals in multiple chains.
Now, let’s look at the aerial chains above. For any chains containing j.MK, you normally have to be careful about waiting until the second hit of it connects because it doesn’t have much hitstun. This is where a reset comes in. Since the first hit doesn’t have much hitstun, a useful reset is j.MK (1 hit) xx dash xx throw. Note the dash has to be cancelled by the throw since the timing is very fast. So basically they turn into:
j.MK (1 hit) xx dash xx throw
j.LK, j.MP, j.MK (1 hit) xx dash xx throw
You can also throw after some timed light attacks, although those resets are easier to spot.
It’s also mostly safe if you cancel into air qcb+LK/MK, allows you to call assists while doing it AND you can move the head around while j.MK is doing its hits.
I hope to be able to get used to hitting j.HK so she lands instantly and go for a throw before the second hit of j.MK hits. You just seem to have some strong options from j.MK that low to the ground.
Now that the Nom Loop has been slaughtered, I figured it’s time to start figuring out other combos.
I came up with this today, it should work even after the patch. The end might not be possible due to the change in Nom’s trajectory, but the rest should remain.
[media=youtube]Xg5hUkhs1v0[/media]
It actually does more damage than this, but I missed a few head hits during the relaunch portions of the combo.
The end will be possible just fine, considering you will only miss a couple of hundred damage from not hitting your head.
What you can do is try running past them before qcf+PP (since the head will go in the farthest side after the patch), then by the time you’re done the head will be available for HP or whatever random trolling.
I’m experimenting with a new loop that works in the corner (and MAY work outside the corner) and I need your help. The loop is very simple and its purpose is to follow up a ground chain (or multiple ones from rekkas/HP negative edge loops) and should use all aerial normals.
The loop requires the head to be off and near the corner (does not have to be in the corner, but far enough for a f+HP to get it there).
This is the flowchart for the loop:
Fiber Upper of one strength
Aerial normal into j.MK (2-hit), j.HK
f+HP to hit the opponent before they hit the ground, bringing them into the air toward you
Character specificity determines which normals are used, and which strength Fiber Upper is followed by which normals, as well as the order of the Fiber Upper strengths. For everyone except Peacock and Double, the first loop can be just j.MK (2-hit), j.HK in the second step. The timing for Cerebella is difficult but possible for j.MK.
If j.MK was the second normal used in the first loop in step 2, and j.LK has been used as the first normal (read: Peacock, Double and if you’re unsure, Cerebella), after having done the three possible air normals to start the loops:
Fiber Upper of one strength
j.LK, j.MK (2-hit), j.HK
f+HP, land
Fiber Upper of a different strength
j.LP/MP, j.MK (2-hit), j.HK
f+HP, land
Fiber Upper of one strength
Remaining aerial normal into j.MK (2-hit), j.HK
f+HP xx qcb+HP
You can continue by using a Blockbuster, a hard tag or bait a burst.
If j.MK was the first normal used in step 2, and j.LK has NOT been used, after having done the full three loops:
Fiber Upper of one strength
j.MK (2-hit), j.HK
f+HP, land
Fiber Upper of a different strength
Aerial normal into j.MK (2-hit), j.HK
f+HP, land
Fiber Upper of one strength
Another aerial normal into j.MK (2-hit), j.HK
f+HP, land…
You can continue by…
s.HK, remaining aerial normal possible, j.MK (2-hit), j.HK
f+HP xx qcb+HP (one nom)
This allows for meter-positive TODs if a full ground chain loop continues into this, at least in a 1v3. In a 1v2, it may no longer be meter-positive but it can still award a TOD.
With the distance that the Nom will leave the head, it is worth experimenting and seeing if it is possible to get at least one loop outside the corner. Consider that just HP instead of f+HP works on most characters as well (Parasoul will always use the OTG this way, and Ms. Fortune/Painwheel are difficult to time with it).
Add to that the fact that against most characters dp+LK or dp+MK and its followup on hit can be used for a tricky air throw reset into Nom (into walk on the other side) into combo.
Anyways, please experiment on this. I have been for a good while but I want more input. It will likely be added to the guide as soon as it’s finalized.
I’ll spend some hours working on it tomorrow. Please note that I think you can also do f+HP after an air throw and probably go right back into the loop. Maybe hit with a j.LK on the way down to go straight into ground loops.
I’ve found that even though it uses the OTG, a HP heabutt works a little better depending on the head’s positioning. If the head is behind where the opponent will land, HP works to bring the opponent closer. Then again that works with lower-altitude resets like s.HK, j.LP, j.LK, throw or perhaps dP+LK->K, throw.
So you can combo into LK upper just from the hitstun of the head hit. The fiber part isn’t too far into my fingers so I’m messing up alot.
I’m currently trying to do the following (not new IPS optimized, just trying it out.)
loop=(mp)>mk>lprekka-rekka>]hp[ with the loop growing. (MK-rekkas, mp-mk-rekkas, lk-mp-mk etc)
Alright that does 10K for the meter it builds, with lots left over.
After the patch I’ll probably have to do c.LK-MP-MK-MP-LK-LPloops into it.
Okay. 8929. Gains almost 3 bars. Gains 3 1/2 for the opponent. Did this on Fillia. You could possible position the head during the last Fiber and do an air super to have it land near the head since you don’t lose the OTG until the NOM, which in this combo is just filler. Just because.
Just random musings, using a combo with situational setup (head near corner, starting the combo directly into the loop.)
I’m messing around with using Be Headed as an assist for the point character’s combo, so that way you can raw tag Ms. Fortune and continue with a full combo from her. At the moment, I think I’ll be able to setup a 3v1 ToD using Parasoul, Cerebella and Ms. Fortune, pre-patch.
The only thing difficult about this is that it’s hard to time, and you have to use Nom to get any kind of combo followup. But I’ve got an idea for getting the head back after a Nom for better combos, post-patch.