LK is impossible to beat out if you don’t hit her in the 2 frames assists are vulnerable. MK has more range, and if you time it right it might be hard to hit her out of it, but attacks can trade with it. I never use HK, although it has the most range. I suppose it would be better for extending combos rather than anti-air.
-s.Mk and s.MP can be used for some minor upclose lockdown. Headless however, s.MP is pretty useless.
-HP Rekka covers a good chunk of horizontal space and even works as an assist when her head is off. Use it as a meatshield in the neutral game or to consistently extend corner lockdown when you get pushblocked away.
-c.HP works as guit described and is great if you want to harass your opponent from almost any spot on screen. The fact the the head always zooms toward the enemy means it’ll almost always make contact. The headon version does cover a good chunk of vertical space but is otherwise unremarkable. You’ll probably have to start Fortune on point, remove the head, then tag or DHC to actually make this assist worthwhile.
-QCB+P (Be Headed) is really great and probably her best option if you don’t need fiber upper. Its strike invincible, causes a stagger if it hits up close, hits multiple times, and the head travels about 90% of the screen. Its a reversal, combo extender, fullscreen projectile, and lockdown all in one. Take note that calling Fortune to retrieve the head while you’re comboing your opponent does NOT use up your ability to use assists in that same combo. This means you may call Fortune to collect the head of the beginning of a BnB and then call her again moments later to combo into a stagger state.
If you’re using Fillia/Fortune I’d recommend using Be Headed. I think Filia can really benefit from the general lockdown it provides as well as the ability to boost her damage and reset potential by always comboing into the stagger.
I believe all versions have the same amount of invicibility but have progressively longer startup. LK is invincible up through its active frames wheres both MK and HK may be stuffed before they become active. In addition, the bottom most hitboxes on MK and HK are smaller than they are on the LK so its more likely they will whiff on grounded opponents.
Ultimately, I don’t recommend using any version besides LK simply because its the most consistent and already has enough range to hit normal jumpins, super jumpins, and grounded mashers. The extra range offered by MK and HK is largely useless unless you want to snipe a pesky flying painwheel.
The most important thing to note about using Be Headed as a combo extending assist is that it allows you to hard tag Ms. Fortune in at the end of a combo with every character, allowing a meterless switch-in mid-combo. In the case of Filia/Ms. Fortune, you can preform a whole Filia combo, using Be Headed somewhere in the combo, and then combo into cr.HP > Raw Tag Ms. Fortune > st.HP/Zoom > Sneeze/Nomnom > Full Combo and usually ToD using only 1 bar.
Yeah, but having Be Headed as MF’s assist means it’s best used on a team of 3 (and probably most useful for Valentine). LK Fiber Upper is more for general purpose and would probably be more commonly used.
Another assist idea (credited to guitalex) is using 3HP because it gives you 2HP with head on, and because it’s a head move, if she gets hit the head will be knocked off and the assist becomes head slide towards the opponent (not just a direction). So, that’s also really useful.
Actually, Mike told me that just putting 2HP as an assist will do it, and it’s done on purpose.
Here’s my bnbs I’m using. Is there anything better that doesn’t use assists?
With head: <light attack>, s MK, s HK, j. FP, dash, j. FP, el gato (MK), Feral Edge, Sneeze cancel
Without Head: <light attack>, s MK, s HK, j. LP, j MP, j. MK, el gato (MK), Feral Edge, OmNomNom, s LK, s MP, rekka (x3), qcf + PP
I skip El Gato on the head one you have, because with some heavier characters it will use the OTG.
If you can help it, avoid using lights in an aerial chain unless you relaunch a couple of times and HAVE to use lights so IPS won’t kick in.
For head off, go straight for j.MK in the air, and instead of OmNomNom, try just headbutt (HP), s.MP, delay s.MK. If done right you should get a restand with the opponent between you and the head. That way at the least you can do all the ground chains you want with headbutts in the middle.
So they look kinda like this:
With head: <light attack>, s MK, s HK, j. FP, dash, j. FP, Feral Edge, Sneeze cancel
Without Head: <light attack>, s MK, s HK, j. MK, el gato (MK), Feral Edge, OTG HP, s.MP, delay s.MK, HP, s.LK, s.MP, s.MK, HP, s.LP, s.LP…
Guitalex, you should make a Ms. Fortune Combo Compendium and list all the combos you use.
Anyone have any tips against Cerecopter? Definitely the one assist that I’m not used to. Combine that with a very competent Peacock and you have a problem.
Hello. I haven’t played Skullgirls in a long time and I decided to start all over again with Ms. Fortune. Can anybody tell me what’s the best way to do the airdash in the middle of a combo (j.HP, airdash, j.HP part)? Do you press the arrow twice for the dash or do you push 2 attack buttons? When I practice I usually set the dummy to block after 1st hit and I don’t understand how time that part properly.
I play on pad so I dash with the left bumper binded to MP+HP. Since j.HP doesn’t cause much hitstun and isn’t especially fast, the timing on that link can be pretty tight.
If you do decide to use a one button dash remember to just tap it. Don’t hold the button down.
Depends on what you use to play. If you’re playing pad, and don’t have a button set to dash, you may want to hit forward twice. If you have a fightpad or stick, you can hit the other two punches. I do that.
As for the timing, do the dash at the same time the first j.HP hits. From there, timing the second one may take a while
So I’ve been actually trying to pick up Ms.Fortune, but I honestly have no idea if I’m getting the most out of my combos. I’m basically asking if you can give me any optimized combos or just bnb stuff I should be doing. I’m generally pretty good at figuring out resets so I don’t need too much help with that.
For meterless stuff with head, I’ve been doing:
(hit confirm), HK, j.LK, j.HP, airdash, j.LK, j.HP, LP, MK, HK, j.MP, j.MK, LK El Gato, LK, MP, HP, HP rekka x3
With meter + head:
(hit confirm), HK, j.HP, air dash, j.HP, Feral Edge, Sneeze, HK Fiber Uppercut, j.MP, LK El Gato, HP, general sandwich combo.
I got the Feral Edge Sneeze cancel + fiber upper into El Gato part figured out on pretty much every character, but I have a hard time timing the HP after. Sometimes the head will position itself in a bad spot to do a sandwich combo or the opponent will be too high after the hit and they drop out of it. Any advice on this timing?
Also anything for when I have all the meter in the world to blow off?
Head on, cut short the combo after the second j.HP for a low/throw/overhead reset if you would like.
It would look like:
(hit confirm), HK, j.LK, j.HP, airdash, j.LK, j.HP, land, c.LK reset…
(hit confirm), HK, j.LK, j.HP, airdash, j.LK, j.HP, land, throw…
(hit confirm), HK, j.LK, j.HP, airdash, j.LK, j.HP, land, IAD j.HP…
I’ve had a good amount of luck with it. Considering it sets itself up if low or overhead hit, a couple of those into a full combo will do it.
Yeah I figured out I could cut it there for a reset. like I said I’m pretty good at experimenting when/how to do resets, just wanted to know if I’m getting the most out of my combos when I just want to go for raw damage.
Should I be using zoom or just the headbutt after Ferrel Edge Sneeze Cancel + uppercut axe kick? I notice I don’t get the head to position properly if I just use the headbutt, but if I use zoom, I have a hard time restanding the opponent if they aren’t fat like cerebella or double.
I usually do axe kick into zoom, because if timed right it may not use the OTG, and if timed wrong you can still OTG and restand.
The restand is possible from axe kick into zoom, but if you’re having a hard time, do LK axe kick to make the opponent drop slower. This gives zoom time to move and you may be able to time it better maybe. The restand would be s.MP, delay s.MK (2 hits) qcf+MP qcf+MP etc., although if you’re feeling particularly frisky you can try timing a launcher when you land and go for the air combo or reset into headbutt into restand.
Oh I might see what my problem is. I usually do s.LP, s.MP, s.MK, qcf+LP 2x after the zoom and try to restand. I might just be having a hard time because I usually end up playing a lot of peacocks and she’s pretty light. I end up delaying the s.MP a little too long and they end up dropping out or something.
Hey guys, I played the game at launch but sadly had to let go of my xbox for financial reasons. Im getting a 360 again on sunday, and im curious about Fortune. I messed with her a little bit when the game launched, but ended up using Val / Filia. Could someone help me out a bit regarding her pros and cons? I know she is a rushdown oriented character (right?), but does she have a good neutral? good damage output? strong reset capabilites? meter building? team player / assist? point / meter user / anchor ?
Also, if someone could list her optimal combos that would be amazing. The combos im looking for are:
Hit confirm
Punish (meter/no meter)
A2A conversion
I have a history with CvS2 and Marvel, so i can footsie well and ive got the mixup knowledge from marvel. I hope that stuff helps regarding Fortune.
Thank you to anyone who takes the time to respond <3
Double posting because of amazingness:<div><br></div><div>http://www.youtube.com/watch?v=2y_tvaf8dNY<br></div><div><br></div><div>(Head off and in a place where it can be hit) cr.LK > MP > MK(2) > HK > IAD > j.HK > HK Fiber Upper > LK El Gato > F+HP > HK > j.MK(2) > MK El Gato > F+HP > MK(2) > HK > HK Fiber Upper > j.MP > j.HK > LK El Gato+HP > MP > MK(2) > HK > HK Fiber Upper > j.LK > j.MK(2) > MK El Gato > F+HP > LP,LP > MP > MK(2) > HK > HK Fiber Upper > j.LP > j.MK(2) > MK El Gato > F+[HP] > LK > MP > MK(2) > MP Cat Scratch~MP Cat Scratch~HK El Gato+]HP[ > Nomnomnom > Cat Scratch Fever > Nomnomnom > MP Cat Scratch (Whiff)~HK Cat Slide > Cat Scratch Fever<br></div>