Ms. Fortune: Falling to Pieces

YAY! My favorite kind of sandwich (right after a Firehouse Club and a Jimmy John’s Gargantuan).

Every time you spike the head in an air combo the opponent will bounce, leaving your head able and in position to OTG. If you OTG with HP (less recovery), comboing into s.MP has enough hitstun to restand. From there a slightly delayed s.MK will allow the head to recover and hit HP again and now you have a sandwich combo starter.

Another sandwich combo starter involves doing qcf+PP or qcb+KK, then OTG (or not OTG) with HP (then dash in in case of qcf+PP), s.MP, delay s.MK, HP and continue.

A third possibility is having your head in the opposite direction, chain into LP rekka x 3, OTH with HP, s.MP, delay s.MK, continue.

As for combos themselves, here’s one that I will try to record at one point.

s.MP, s.MK, HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LK, s.MP, s.MK, HP XX qcf+MP, qcf+MP (hold HP), release HP, s.LP (s.LP), s.LK, s.MP, s.MK, HP XX qcf+MP, qcf+MP, qcf+MP xx qcf+PP

Another possibility is more difficult to time and doesn’t work on some characters (namely Double):

s.MP, s.MK, HP, dp+LK-LK, j.MK, j.HK, f+HP, s.LK, s.MP, delay s.MK (restand), HP, dp+LK-LK, j.LP, j.MK, j.HK, f+HP, s.LP, s.MP, delay s.MK, HP, HK, j.LK, j.MK, j.HK, f+HP, qcf+MP, qcf+MP, qcf+MP xx qcf+PP

Here’s a few things to mix it up with. After any HP that does not OTG, you can IAD j.LP xx qcb+LK for an ambiguous crossup setup, or delay a c.LK/throw for a low/throw mixup. In the corner against Peacock, Cerebella, Painwheel and Valentine, after a j.HK, HP you can dash under )if you want) and do a low/throw mixup with c.LK/throw. So it’s a cross under low/throw mixup. You can also time it so the dash doesn’t go under. After any HP or f+HP a s.LP->throw tick throw setup can be used.

edit: You can see these in action pretty much every time you play me online, so look me up. PSN is my username here, Gamertag is the same with 2010 instead.

Okies, So This Corner Head-On Combo Can Be Started With Whatever, I Use c.LK, MK (2) To Confirm >>>> HK, j.HP AD j.HP j.qcb+MK / c.LK c.MP c.MK HK, j.MK(2) j.qcb+HP / qcb+LP(<-Tap) j.MP j.MK(2) j.HK j.HP / LP LP MP MK(2) HP HK, j.LK j.MP j.MK(2) j.HK j.HP / LK MP MK(2) qcf+MP x2 xx qcb+HP, * qcb+LP x2 (Credit: Urichinan) * c.LP c.LP MP MK(2) qcf+MP x3 xx qcf+PP :: 8863 Dmg [From c.LK MK(2)], 9226 [From j.HK / c.LK MK(2)] | x1.00 | Vs. Fortune | Corner | Head=On.

Kept It Simple, I Hate Using Fortune’s DP & I Like Practicality With Some Stal. This Is My First Real Fortune Combo.

At first glance this combo will not work as written against Parasoul. The j.HP headless requires using the OTG, which was used with the j.qcb+MK V c.LK.

Instead for her use j.HK j.f+HP which should hit everyone for slightly less damage with easier timing except Double. For Double you have to use HP,

Hey guys. Found something shiny and new.

First, I found a more damaging corner combo headless and barring Parasoul-specific changes it works for on the whole cast. Additionally for six characters between any rep you can time it right and get a cross under low throw mixup. And against the whole cast, doing it normally leaves the opponent vulnerable to a low throw mixup between any rep.

Other than slightly lower damage it will work post patch as well.

The kicker is that if you can do nom loops you wll be able to do it in no time.

Notation (headless, head and opponent in corner):
s.MP, delay s.MK, HP, qcf+MP, qcf+MP (hold HP), qcf+K, release HP

Parasoul-specific: change release HP to release f+HP, remove HP

Timed correctly, the bounce from qcf+K should allow for HP (or f+HP) to not use the OTG. This leaves the opponent recovering very low to the ground, setting up a low throw mixup or another rep starting with anither normal into s.MP.

For everyone except Fortune, timing the HP to hit almost immediately after qcf+K will hold the opponent in place and you will cross under, setting up a low throw mixup from the other side. On Parasoul the mixup works by using HP like the others, but if the timing is off it will whiff, use the OTG and not allow the low throw mixup, cross under or not.

Edit: For larger characters, the cross under may not leave you with enough advantage for a low throw mixup. Namely Double, although also Parasoul may. The new training mode should help in finding that out.

Updated my guide, including now sandwich combo setups, combos and enders as well as the insane resets from those combos.

OK, so I found something odd with some nice applications.

I decided to investigate since something odd has happened to me a few times, including during DSC grand finals.

See, you can launch the opponent from Nom, but not always. Whenever it happened I just cancelled the launch into DP. Turns out if you hit Nom strictly as the OTG, her launcher will hit and deal damage but will NOT launch. And since launchers are cancellable, super cancellable and jump cancellable on hit, you can still do all those things.

Note that it will only work if you OTG with it after a purple bounce, but never at the blue bounce. Even then it seems like it doesn’t happen all the time, unless I keep timing that crap wrong.

Try it yourself: remove your head, launch the opponent, j.HK into Nom so that the Nom OTGs, then walk in and s.HK. The hitstun happens normally, but the opponent is left standing, frozen in place. From there, try these fun things:

  1. s.HK xx dp+HK, stuff
  2. s.HK xx qcf+MP, qcf+MP, qcf+MP xx qcf+PP
  3. s.HK xx IAD j.LK crossup xx qcb+KK, dp+HP, laugh at the hilarity
  4. s.HK xx IAD j.LP xx qcb+LK crossup mixup
  5. s.HK xx qcb+LP, c.LP/throw reset (may not work post patch)

lol, that looks weird as fuck.

I’ve not played in a while and decided to dick around some more with DHC resets into Cere-Grab.

In the corner with Head below enemy, something like [c.LK>filler>s.HK>j.LP>LK Axexx Super] as long as the head is in the air when super is activated should cause a weird moment where the head hits them during one large paws in the super and it just drops. DHC into 360 and its a grab. I just love doing this shit for some reason. I can get it to work on Double if you do j.LP ASAP after the jump. For some characters you can also do instant LK Axe or whatever instead of j.LP

Eh, for some characters it’s weird to get it set up so that the head hits right after the second to last hit. Still entertaining to me.

GAH that weird pause shit is what almost caused me to lose a game in a tournament. I got thrown lol

Also, the OTG Nom s.HK/Outtake thing will not work post patch.

Fellow Nadia players, I found yet another low/throw reset in the corner. This should make up for the upcoming change regarding the rekka/slide followed by head attacks always using the OTG, so the mixup is no longer there.

Instead, when the opponent is sandwiched, try combo into HP, MP rekka, slide. If you do not delay the MP rekka, the head will not be hit with the rekka, but will be ready to be hit by the slide. The slide hits both the opponent and the head, then the head knocks the opponent out of the falling animation and into a standing position, with just enough frame advantage to combo into a light. However, it is when you delay a c.L or throw that this becomes a lot more useful.

Try these with the opponent and head in the corner.

s.MK, HP xx qcf+MP, qcf+K, throw
s.MK, HP xx qcf+MP, qcf+K, c.LK, s.MK, HP xx qcf+MP, qcf+K, delay c.LK…

Any lights can combo from it, but using two rekkas still does more damage. Mixing them up is likely to give people even more of a headache.

how do i sandwich combo

bunch of ms fortune nerfs plus one “buff”

**Ms. Fortune’s Head Spike No Longer Causes a ground bounce. It now causes a knockdown. You have to use your OTG to combo after it.

Ms. Fortune can now DP Head Sneeze with her head on after her aerial super, during the final pose. This detaches her head.

Ms. Fortune’s head no longer hits in the air after a rekka slide, forcing you to use an OTG.

Ms. Fortune’s rekkas have most of their damage concentrated into the last hit now. First two hits do far less damage.

Ms. Fortune’s rekkas cannot be changed in strength mid chain. All rekkas that start with a light will be light rekkas, so on and so forth.**

Added pushblock, ground tech, DHC, and infinite breaker tutorials. Also added next lesson function.

Solo characters now have 210% life and do 160% damage, changed from 200/175.

Overall damage scaling has been changed.100,100,100, 85^2, 85^3… to minimum of 15 percent or 25 percent for hard hits, now up to 100,100,100 87.5^2,87.5^3… down to 20% for light hits and 27.5% for hard hits.

How you input macros have been changed. When you have set all your other buttons you cannot swap them into macros. That way you can simply scroll to a macro slot and start pressing buttons. Your macro buttons can only be swapped between buttons that haven’t been assigned for basic inputs.

Painwheel can now choose different strengths of pinion dash for her assist. Selecting with down down light gets you an uncharged version. Down down medium gets you a level 3 charge and down down heavy gets you a level 5 charge but Painwheel needs to go through the charge time after she comes on screen.

i admit i am pretty pissed tbh at the head remove not giving ground bounce anymore. ms fortune wasnt that overpowered was she to deserve all that? i dont recall anybody ever complaining about the ground bounce.

looks like all that practice for post patch combos is basically all down the drain now.

Yes, yes she did. Let’s go over all of them, then.

This means that with her head on, she can start a combo, combo into a sandwich and put the opponent in a stupidly EASY pressure/mixup/reset predicament, without having used your OTG. It’s not a huge change to begin with, just hit anything after the spike like an axe kick or LP/LK. Remember, everything OTGs. Then hit HP to hit the opponent and s.MP for the restand. Then you can have the opponent in the same stupid EASY pressure/mixup/reset predicament, but having used your OTG. ALL of my 1v2 TODs start with the head on for a reason.

This buff is done to make head-on Fortune be able to do an early super, then combo into sandwich. Pretty awesome.

This one is because you can EASILY set up resets, crossups AND cross unders in the corner, all leading to sandwich combos that put the opponent in the same unenviable position mentioned here.

qcf+MP, qcf+MP (hold HP), qcf+K, release HP (or f+HP for Parasoul)

This not only gives enough frame advantage to combo successfully into MP and restand, the whole loop will kill 1v2 post patch, METERLESS. And right now, against 6 people, you can dash after HP and cross under. Plus you can set up low/throw resets by doing it then choosing whether to hit c.LK or throw. Or dash under, then hit c.LK or throw. Either way, one OTG later by the head and a s.MP for the restand will allow you to repeat the process because neither loop uses the OTG.

This way, sandwich combos involving two rekkas will deal less damage. Which means less TOD combos all around.

This is because if you could hit confirm a light rekka, you could switch to medium then heavy for the last one, dealing pennies less damage than starting with a heavy rekka to begin with, and could be confirmed from any light attacks.

Nom Loop re-optimised with Double DHC extender for a ToD as Duo vs Solo. Lasts 68 seconds.
www.twitch.tv/worldjem/b/340022203?t=25m20s
(this is the non-patched version of the game)

Why is she getting nerfed again? :stuck_out_tongue:

Nice.

I started the combo at 3 meters but you can start it at 1 and probably even 0 if you let the first MF super hit more before DHCing into Double lv.3.
You build about 3.6 bars with the re-optimised nom loop and then you build another half or so with Double’s combo, so overall it can take 4-5 meters total depending on personal variations in combo timing, and if you start with 0 or 1 meter.

In this combo I actually missed a move during the nom loop. A the part when I do 2LK you can actually do j.214LK > 2LK > etc.

I’m also thinking that if you add Peacock’s corner loop (if she still has it) by DHCing into Lenny, you might even be able to ToD a Solo as a Trio, but I don’t really know how to combo with peacock lol.

Re-optimised Nom Loop does 15.1k @ 100% damage. You get the most damage out of starting with j.HK > j.214HK but you can pretty much start it off any Stage 2 ground chain as long as you’re near the corner and you’ll still probably ToD them.

OK, things that no longer work: corner, head in corner, s.MK, HP, qcf+MP, qcf+K reset. Reason being that apparently the head hit that results from launching the head with your own attack is apparently also one of the attacks that can’t hit after slide.

Post patch Fortune Combos, courtesy of KenInBlack and Winnie
[media=youtube]S8kjxnkcljc[/media]
Source: Twitter

I’m inside your head, KenInBlack.

Mess around with this:

After Zoom, try hitting s.MP as low to the ground as you can (lower than you did), then s.MK xx qcf+MP, qcf+MP (hold HP), release HP, dp+HK, j.MP, j.MK xx qcb+MK xx qcb+KK, dp+HP

Fun times.

It seems like you can’t combo after Head Spike unless they don’t tech… though I don’t think this hurts her that much, cause you can set up after it.