Ms. Fortune: Falling to Pieces

If you do a simple little c.LK>c.MP>s.MK(2)>c.HK(1)xx LK Fiber~LK [You have to do it pretty fast so that they don’t hit the ground before the Upper hits.]
The enemy lands and you hit them with an air normal for a reset into an overhead. You can do an airdash and try to do an air normal (j.HP head on) to cross up. Do it early and you stay on the same size, time it right and you get a cross up. I’ve gotten it to work on Parasoul, and shes never been easy to get a j.HP to cross up on.

And lol, I even crossed double up.
edit: Works on everyone but Bella.
edit2: It works on her but the timing is retarded.

Interesting stuff.

I was messing around with ways to build extra meter during a combo, and I discovered that during Nomnomnom she can do the head recall. If you whiff it a few times during each Nomnomnom you could build almost a full extra bar.

Fun find. Do take into consideration that she won’t gain that much meter in the future since she will be forced to do head recall for 9 frames minimum. But hell, this sounds fun.

It’s like a 3S taunt lol

hey thanks for the info. i havent had time to pickup the game in a bit so i havent posed a reply… but im hoping to get in some quality time to put to use the things you suggest tomorrow. hopefully ifeverything goes well MF will become a part of my team… parasoul already got the boot… dont ask, i just suck with her. hoping that mf can be one of my main side characters… lol

-dime

if anybody ever gets messed up by hitting the head when going for a launch in the corner (making the enemy not lift as high for air followups) something i use is ground series, st.HK xx MK fiber upper, j.mk, qcb HK, qcb HP. youll get a fair few extra hits from this as well from juggling the head in midair.

i do still forget to do it sometimes though and end up dropping my combo (havent gotten used to holding HP for that)

Another thing you can do is hit HP right before. While the head is attacking it isn’t susceptible to your attacks; only on recovery and while standing still will it get hit.

So you can either HP or start up a f+HP before the launcher and the head will stay on the ground. It might be easier to remember it if you practice doing that.

^^

good to know, thanks for that.

I’ve found that doing HK Fiber Upper after the HK launcher with the head in the corner also lets you follow up with j.MK. Although to not use your OTG, instead of qcb+HK into qcb+HP, you should do just j.HK into:

Against Parasoul and Filia: f+HP
Against Double: HP
Against Fortune: f+HP preferred, but HP possible (with stricter timing)
Against anyone else: HP preferred, but f+HP possible

So an example would be a corner combo against Double with the head off, head in the corner:
s.HK, dp+HK->HK, j.LK, j.MK (2 hits), j.HK, HP, land, s.MP, s.MK…

Whereas the same combo against Cerebella can be:
s.HK, dp+HK->HK, j.LK, j.MK (2 hits), j.HK,** f+HP**, land, s.MP, s.MK…

Which is also the combo that will not use the OTG for Parasoul exclusively (HP will).

And at any point that HP hits on Peacock, Painwheel, Valentine or Cerebella you can dash under then for a c.LK/throw cross under mixup in the corner.

what’s her best bnb that works on every character?

Let me give this a shot.I don’t know if this is her best, but I use it a lot and its worked well against everyone:

LP~LP~LK~MK~HK jump LP~LK~MK~2nd hit~HK airdash HK…
Starting from the middle of the stage this should push them all the way to the wall. For the air dash, wait half a second before the second HK. Continuing on:
LP~LP~LK~MK~HK jump MP~MK~LP-Head Spike land HK-Fiber Uppercut-HK~CUT IT OUT

Ummm, I believe that was my first time ever explaining a combo. How’d I do?

thats a lot of lights in there, i would probably try and cut some of those out since it will mess with your damage scaling big time. at the start i would just go LP LP MK and the same again once you get to the air series.

this is one i use that i know for a fact works on everyone, although on double you need to be fast with the cr.MK immediately after the dash.

cr.LK-MP, st.MK-HK, j.MP-HP (airdash) j.MK QCB+P (ground dash forwards) cr.MK-st.HK, j.LK-MK QCB MK xx QCB KK (Nom) st.LP-LP-MP-MK xx rekka 2 hits HP (headbutt) cr.LP-LP, st.MP-MK rekka 2 hits HP (headbutt)

then after that you can go for a reset with a low, IAD overheads, throw, or just go straight into super. i forget what damage it is now.

I don’t like using s.MP unless it’s headless, so here’s my take.

Meterless, head on:
c.LK (or IAD j.LK, j.MK (2 hits) xx qcb+MK, land), s.MK (2 hits) s.HK, j.HP xx dash, j.MK (2 hits) xx qcb+P, land, HP (will OTG against some characters), s.MP, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LK, s.MP, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LP, s.LP, s.LK, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP

Meterless, headless, head a full screen away in front of you:
c.LK (IAD starter note below), s.MK (2 hits) s.HK, j.MK (2 hits), j.HK, land, HP (will OTG against some characters), s.MP, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LK, s.MP, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LP, s.LP, s.LK, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP

1 meter, headless, head under you or behind you:
c.LK (or IAD j.LK, j.MK (2 hits) xx qcb+MK, land), s.MP, s.MK (2 hits), qcf+MP, qcf+MP, qcf+MP xx qcf+PP, HP OTG, dash, s.MP, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LK, s.MP, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LP, s.LP, s.LK, s.MK (2 hits), HP xx qcf+MP, qcf+MP (hold HP), release HP

Gah I know it’s a lot but it’s nice to practice since the entirety of the combo is safe from the changes in the IPS coming up.

Important notes:

  • s.MK, HP xx qcf+MP, the qcf has to happen before you end the recovery for s.MK; otherwise you’ll force qcf+MP to be a completely new chain, and if qcf+MP has been used before it will trigger IPS.
  • HP (maybe OTG), s.MP, s.MK, the s.MK must be delayed long enough to let the opponent land so you can restand and continue. If you don’t delay it, your option is to qcf+MPx2/3 into qcf+PP. Headless s.MP has a good bit of hitstun.
  • The “maybe OTG” HP will always use the OTG against Double and Parasoul, is likely to happen against Fortune and Peacock (timing is required), will not use the OTG for the rest of the cast with a lot easier timing.
  • For the 1 meter BnB with the head behind you, honestly the only reason for the meter use is popping the opponent toward the head anyways. It can always be followed up by hitting HP when Fortune is still in her uppercut pose but the super freeze is done, then dashing at the earliest opportunity and getting the s.MP (delay) s.MK, HP for the restand.
  • For the second combo, the IAD starter is possible but since the head never really stays far away, would require the HP after j.HK to be a f+HP OTG, timed almost immediately after the j.HK.

i just saw this on dustloop -

Headless Stunt Double (alpha counter) with s.HP and c.HP no longer plays the head-attached attack, as well as having recovery longer than 1f.

does it really currently only have 1 frame of recovery? i hope this doesnt mean that head off alpha counter will have recovery once she gets on the field. id love to be able to have a “do anything” alpha counter.

Heres a headless corner combo I made. Both Nadia’s head and the opponent have to be up against the wall:

LK~LK~c.LP~c.LK~LP~LK~MK-2nd hit~HP (Headbutt)~HK~j.LP~j.LK~j.MK~j.HK~QCB+PP
c.MP~MK~LP Rekka~QCF+PP

30 Hits, 5895 Damage. Probably not worth it since it uses up 4 bars, but whatever…

You do realize if you take out all the useless light attacks at the begging and scattered throughout you’ll do way more damage, right?

Hit count =/= damage.

I do believe you meant to say “beginning”

Yes I know hit count =/= damage. This was a combo I made at day one. It was inspired by the exhibition video IPW uploaded a few months before the game came out.

Here’s my version of a corner combo, headless, head in the corner with the opponent.

c.LK, s.MK, s.HK xx dp+HK, j.MK, j.HK, HP, land, s.MP, delay s.MK, s.HK xx dp+HK-HK, j.LP, j.MK, j.HK, HP, land, s.LK, s.MP, s.MK, s.HK xx dp+HK-HK, j.LK, j.MK, j.HK, HP, land, s.LP, s.LP, s.LK, s.MP, s.MK, HP xx qcf+MP, qcf+MP, qcf+MP xx qcf+PP

The only adjustment needed is against Parasoul and Double, where every HP has to be replaced by a f+HP so the OTG is not used and f+HP will hit them before they land.

For Cerebella, Peacock, Painwheel and Valentine, at any j.HK, HP you can do a cross under low throw mixup for a reset that is easier than an aspiring Hollywood actress with no experience. Just land and dash, then c.LK. Unless you are too fast (the possibility is there), the c.LK will reset before the opponent seems to have time to even jump back or throw. Beware of supers.

The sad thing is that you can time it so you don’t actually cross under. And you can throw instead of low with the same timing, throwing them into the corner with the head again for a HP OTG, s.MP, delay s.MK (restand), s.HK xx dp+HK-HK repeat. On cross under you can c.LK, s.MP, s.MK, s.HK, j.MK (HP whiff) xx qcb+MK, HP OTG, dash, s.MP, delay s.MK, qcf+MP, qcf+MP (hold HP), release HP, s.LK, s.MP, s.MK, HP xx qcf+MP, qcf+MP (hold HP), release HP (at this point the opponent and the head are both in the corner so you can do this) s.LP, s.LK, s.MP, s.MK, s.HK xx dp+HK-HK, j.MK, j.HK, HP, land, repeat the mixup.

Do note on those weird midscreen rekka loops that if at any point the HP makes the head hit but end up on the same side as you, the solution is do to another standing chain into f.HP into dp+LK->LK

Hello, Fortun’ers! Started messing with Fortune & still dunno how to do nom loop, but whatevs! Getting patched out… Instead, I devised a head-on corner combo (typical, I know; gotta start somewhere) that’s post-patch friendly, does 8863 dmg & builds 1.75 bars. Not too obscene for my first real attempt @ Fortune…I think…

Will notate when I’m on desktop, curse this iDevice.

Swift Edit: Dmg x1.00 (1v1) Performed on Fortune.
Swift Edit #2: Hot Shit, I finally learned how to do the nom loop thanx to the post above me. Good shit, now I can say “Yeh, I did that shit in Vanillagirls” before it gets patched out into oblivion~
Swift Edit #3: 9226 with a j.hk starter, ouf… Fortune is RAUNCHY…Almost TOO raunchy…

Let’s talk something that we should be talking about: Headless Sandwich Combos

There’s two problems I keep running into:

  1. Spacing and timing
  2. What to do to end it

BEGIN DISCUSSING!