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Fortune Combos

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I'm wondering what the reasoning is on the j.HP hitstun nerf so j.HP xx Headspike isn't possible anymore. Did Headspike combos do too much damage? The optimal ones weren't really doing any damage out of the ordinary, and like its been mentioned, just doing sneeze after feral edge isn't going to do anything reset wise to an opponent that's paying attention.
 
I'm wondering what the reasoning is on the j.HP hitstun nerf so j.HP xx Headspike isn't possible anymore. Did Headspike combos do too much damage? The optimal ones weren't really doing any damage out of the ordinary, and like its been mentioned, just doing sneeze after feral edge isn't going to do anything reset wise to an opponent that's paying attention.
Mike did it to compensate for the knockback change, but I think it's too much.
 
Personally, I'm not a fan of the most recent changes to Fortune. A damage reduction was probably necessary, but the changes to j.HP's hitstun and her super are just making her less and less fun to play. The new bnb Khaos posted is probably the least fun and intuitive bnb I've ever had to do with her.

In addition, crossup IAD j.HP just seems like its gone. That might be intentional, but I thought the move was supposed to cross over more easily now? I can't get it to cross up at all.

If Super always causing sliding knockdown is here to stay, then I think j.HP should have its old hitstun back. As of now, headless Fortune is still always going to be played over head on Fortune, especially with the new combos being as awkward as they are.

Fortune is probably the best character in the game and I'm not going to say she shouldn't be nerfed, but these changes make her less fun overall and more awkward to use.
 
It's back!

So here:


Timing is extremely tight on light characters.

EDIT: forgot to mention, you can do s.hp to otg on val, bella, double and BB
 
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You should be able to restand on the first axe kick with no problem.

EDIT: Never mind, completely missed the c.HP after landing, whoops.
 
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You should be able to restand on the first axe kick with no problem.
Yeah, but it's only reliable on double and BB.
I was making a combo from it but I didn't feel like optimizing it.
Expect another video.
 
Here


but this is bad, for real matches refer to this:

Easy double only:

c.lk, s.mk, s.hp, lk fiber, j.hp, adc, j.hp,
jump, j.lk, j.hp, j.hk, j.mp, j.hp, j.hk, cerecopter,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, rekka, super.

Does 8.7k (7.8k with s.hk on the first chain) with one super and is extremely easy, you can really just play around with this.

Also you should delay the first j.hk a little or switch the j.mp with j.lp if youre missing the link.
 
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Important: These were all done on Parasoul, so if you try these on other characters, the effects will be different. Might not even work. But it's up to you to find out what does, innit?


My burst bait game is improving guys! Here's some stuff I came up with.

J.hp>st.lp>st.mp>st.mk>cr.hp>j.lk>j.hp>IAD>j.lk>j.hp>land>st.lp>st.mp>st.hk(2 hits*)>lk Fiber>j.mp>j.hp>land>st.lp>BURST>cr.mp(this is not meant to do damage)*

*1: The timing for getting st.HK(2) isn't so hard, the key is to input lk fiber as soon as the second hit starts so you cancel out of the second hit before the third lands. The idea here is to acquire the pseudo vaccum effect of the second hit to enable lk fiber to be comboed into kinda easier and make latter parts of the combo MUCH easier. It can be done with the third hit, but timing is harder on the j.hp and st.lp parts later on. The upside is that you end up farther away from the airborne opponent, making it unneeded to do the cool thing after lk fiber>j.mp>j.hp>land>st.lp noted below, making you lose oh so important style points

*2: If you do go through with the st.hk(2) instead of st.hk(3), proceed as the combo says, only as SOON as st.lp connects, do cr.mp. Fortune will dodge the burst like the agile feline she is, and there you go, a burst bait with flare and style.
NOTE: cr.lk works better for this because of its smaller hurtbox, buuuuut cr.mp looks cooler. Combo for functionality or combo fabulously? The choice is yours.

Another burst bait in the corner (not nearly as cool):
J.hp>st.lp>st.mp>st.mk>st.hp>lk fiber>j.hp>IAD>j.mk>j.hp>land>st.lp(2)>*st.mk>cr.hp>j.mp>j.hp>IAD>j.HP>FREE COMBO BURST

*You could put a st.mp here but sometimes Parasoul will fly over you if you do. Kinda reminds me of the st.MP(1) crossover people do with Squigs in the corner. But this is a burst bait we're talking about right now, so experiment on your own to see what you can do with this little thing.

Oh and because I like you, here's a corner combo you can do after the burst for around 8-8-3k (I got 8.5 k once, had no idea how):

*Cr.hp>j.hp>IAD>j.mk>j.hp>lk el gato>st.lk>st.mk>st.hp>lk fiber>j.mp>j.hp>st.lp>st.mp>st.hp>three Cat Scratches of whatever strength you want>FEEL MY FURY

*cr.mp>cr.hp is easier to combo from the burst but does slightly less damage overall

Also

Here's a neat corner cross up that takes advantage of St.HK(2)'s pseudo vaccum:
Cat scratch>cat scratch>slide>cr.lk>st.mk>st.hk(2)>*lk fiber

*lk fiber here is not meant to hit but set you up for any air attack you want j.hp because it snappily sends you to the other side thanks to st.HK(2)'s properties. The timing is iffy, but the sneakiness of this cross up is well worth learning it.
 
You can do 11k meterless in the corner if you get an air burst bait. (for beta, although a very similar path works in retail)

air burst
CH j.hp, j.hk, hk el gato(otg)*, s.hp, lk fiber,
j.hp, adc, j.hp, mk el gato,
s.hp, lk fiber, j.lk, j.hp, mk el gato,
(dash) s.lk, s.mp, s.hp, lk fiber, j.mp, j.hp,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, rekka, super.

*this is a bit hard to get right, you can just skip it and do c.hp > lk fiber to otg and it will still do 10.5k.
 
You can do 11k meterless in the corner if you get an air burst bait. (for beta, although a very similar path works in retail)

air burst
CH j.hp, j.hk, hk el gato(otg)*, s.hp, lk fiber,
j.hp, adc, j.hp, mk el gato,
s.hp, lk fiber, j.lk, j.hp, mk el gato,
(dash) s.lk, s.mp, s.hp, lk fiber, j.mp, j.hp,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, rekka, super.

*this is a bit hard to get right, you can just skip it and do c.hp > lk fiber to otg and it will still do 10.5k.

I'll try this out when I get home.

You can get above 10k geez louise I struggle to get over 8k I'm so baaaaad D:
 
HP starter? Really? -gets the shears ready-

Anywho, cross-posting from the Beta j.HP thread:

Corner-to-corner, no assist

s.LK, s.MK, s.HP, L Fiber, j.HP ADC j.HP, M Axekick, s.HP, L Fiber, j.MP, j.HP ADC j.MK, M Axekick, s.LPx2, s.LK, s.MP, s.MK, s.HP, Rekka, Super

From what I've practiced:
  • Bella's hitbox makes L Fiber whiff if the end of your ground chain is HP
  • This combo will not OTG Double at all if you time your last ADC right
  • Timing variance during the first portion of the combo may result in whiffing the second Fiber against Squigly. If you use M Fiber when this happens, you'll only "tip" her with the second hit, which won't allow you to follow-through (Is that even intentional?)
  • This combo does upwards of 8k w/o assist on most of the cast. Against Bella (whom we'd have to use s.HK on if we want to land L Fiber), it's about 7.4k if you do full s.HK before the Fibers.... Stupid hitboxes.
 
Yeah, I had to see it again just to check that; that's pretty badass. It'd be even more badass if you found a way to do it midscreen. Which gives me an idea... Too bad I don't currently have my stick, so I can't test it.
 
  • Bella's hitbox makes L Fiber whiff if the end of your ground chain is HP
It also whiffs on a crouching Fortune and other members of the cast. I can't test out who all it whiffs on, though. I just don't find st.HP > LK Fiber to be reliable in a starter chain.
 
It also whiffs on a crouching Fortune and other members of the cast. I can't test out who all it whiffs on, though. I just don't find st.HP > LK Fiber to be reliable in a starter chain.
I just really try to refrain from using s.HK in the starter chain because of the damage dropoff long-term. I can't test it right now, but would M Fiber be more reliable if we still want to open with s.HP?
 
All the fibers go from the same angle, all of them whiff from st.hp and the distance where it does hit is very unforgiving. Using st.hk isn't the worst thing in the world, just do 2 hits.
 
Totally my new bnb


totally


That Cat Call is so innovative. Reminiscent of the ol' Valentine "st.HK(2)>Hornet Bomber H assist>load poison>continue combo" corner thing.

Anyway, have we talked headless combos?

*with head behind opponent*

St.lp>st.mp>st.mk>headbutt>st.lk>st.mp>st.mk>headbutt>st.mp>st.mk>headbutt>st.lp>st.mp>st.mk>ONOMNOMNOM>jump>j.HK>H Gato>Feral Edge

St.lp>st.mp>st.mk>st.hk>j.lp>j.mk>L Gato>zoom>HK Fiber>j.mp>j.mk>M Gato>Feral Edge

*opponent in corner with head next to you*
(Hold hp) st.lp>st.mp>st.mk>Cat Scratch L>release hp for headbutt>st.lp>st.mp>st.mk>st.hk>j.mp>j.mk>M Gato>take a stab at it

I was working on hold hp>Cat Scratch L>release hp for headbutt loops outside of the corner tonight but I got tired :( I'll have some stuff tomorrow though.

Using st.hk is the best thing in the world, just do 2 hits. #sthk2hitpseudovacuumyolo420catscratchit

Yup
 
s.hp is sensitive to distance, and fortune has a pretty long cr.lk range that will give you many hitts that wouldn't properly confirm into fiber loops off of s.hp. I prefer not to judge if the s.hp will make the fiber upper whiff while I am hit confirming. Sure it is possible. I will admit that you can use it, but it doesn't seem worth it to me (also I rarely do fiber loops, 7.1k for 1 meter is fine so I'm just gonna use that bnb).

Oh and the old khaos bnb now works on double and big band without even using the otg. And its suuuuper easy now because you don't even need to dash.

cr.lk, s.mk, cr.hp, j.hp, ad, j.hp xx mk axekick (restand) cr.lk, st.hk xx lk fiber upper, j.lk, j.hp, ad j.mk(?), s.lp, s.lk, s.mp, s.mk, s.hp, hk rekka, super

For anyone who doesn't wanna search the thread to find it. (I hope I got it right, I use a variant of this so I might misremember considering I've only done it like once).
 
s.hp is sensitive to distance, and fortune has a pretty long cr.lk range that will give you many hitts that wouldn't properly confirm into fiber loops off of s.hp. I prefer not to judge if the s.hp will make the fiber upper whiff while I am hit confirming. Sure it is possible. I will admit that you can use it, but it doesn't seem worth it to me (also I rarely do fiber loops, 7.1k for 1 meter is fine so I'm just gonna use that bnb).

Oh and the old khaos bnb now works on double and big band without even using the otg. And its suuuuper easy now because you don't even need to dash.

cr.lk, s.mk, cr.hp, j.hp, ad, j.hp xx mk axekick (restand) cr.lk, st.hk xx lk fiber upper, j.lk, j.hp, ad j.mk(?), s.lp, s.lk, s.mp, s.mk, s.hp, hk rekka, super

For anyone who doesn't wanna search the thread to find it. (I hope I got it right, I use a variant of this so I might misremember considering I've only done it like once).
It's actually j.mp in the end of the lk fiber chain (which people should stop doing since you can restand by switching it to mk axekick).

Also, just noting that starting a combo with c.lk, s.mk, s.hp IS what you should be doing when at maximum range, and you can still get 7k with a very basic combo.

c.lk, s.mk, s.hp, rekka, slide,
c.lk, s.hk(2), lk fiber, j.lk, j.hp,
c.mk, s.hk(3), lk fiber, j.lp, j.h,
(dash)s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, rekka, super.
 
I thought I had an 8k BnB, but Fortune and Squigly seem to have screwed that up.

What I'm doing:

2LK 2MP 5HK(2) xx 623LK LK
j.HP xx PP
j.HP xx j.214MK
5HP xx 623MK MK
j.LK j.HP xx PP
j.MP xx j.214MK
5LP LP 5MP 5MK 5HP xx 236HP HP HP xx 236PP

7.4k

What I was doing and wish worked on all:

2LK 2MP 2HP
j.HP xx PP
j.HP xx j.214MK
5HP xx 623MK MK
j.LK j.HP xx PP
j.MP xx j.214MK
5LP LP 5MP 5MK 5HP xx 236HP HP HP xx 236PP

8k
 
Seeing as everyone and their mother can improv a 7k fortune combo, how about we start putting more work into combos that have a bunch of reset points, or maybe a partiularly difficult 50/50. Fortune combos are easy, why not give resets some more lab time?

This is particularly relevant because of the new j.hp. And yes the same argument could be made to explore new combos with j.hp but resets really need some love.
 
Yea. "Beta experiments" is equivalent to "future retail changes" at this point. Why continue doing work on an old product.
 
So I was screwing around with the jHP airdash jLK jHP restand when I accidentally did a headspike and... IT COMBOED! It's rather timing-sensitive and I can only confirm that it works on Filia, Bella, Peacock, Squigly, and Fortune so far.
 
Seeing as everyone and their mother can improv a 7k fortune combo, how about we start putting more work into combos that have a bunch of reset points, or maybe a partiularly difficult 50/50. Fortune combos are easy, why not give resets some more lab time?

This is particularly relevant because of the new j.hp. And yes the same argument could be made to explore new combos with j.hp but resets really need some love.
I do a reset that is much more than 50/50 that @NotSmokey came up with. It is after any fiber upper, so it works at pretty much any point in new head on combos.
 
Not likely, unless you mean the old j.HP -200 dmg and some hitstun. :^P

*Mok Zed intensifies*


So does anyone have any Decap Attack combos in the corner or anywhere else? I'm curious to how people use it, if at all. For you people who don't even give the command list a passing glance, "Decap Attack" is when the head attacks after Fortune hits it herself. And something besides cr.HK(1)>Decap Attack>Cat Scratch M. We all know/use that one.
 
@Clawsome Bombs
Universal while head is in the corner (the j.mp chain is harder on peacock for some reason):

cr.lk, st.mk, st.hk, IAD j.mp xx lk axekick, rejump j.lk xx mk axekick, st.lp(1) xx el gato, s.mp, s.mk, s.hk xx el gato xx feral edge.

Head should hit between 9-10 times. I can't recall the damage though because I made the combo a month ago and haven't done it since/never wrote it down. I think you can get in another j.lp xx lk axekick at the end but, again, I'm a bit hazy on the details.
 
Alright! Thanks! Looks like I got some new matierial to work with now. Taking a break from negative edging so this is grand.
 
because fiber combos are agonizing:

cr.lk s.mk cr.hp j.hp adc j.lk j.hp mk axekick cr.lk s.mp s.mk s.hp hp rekka x2 cat slide s.lp x2 s.mp (enough so that it vacuums a bit I can't really count the hits since it's so fast.) s.mk s.hp hp rekka x3 super (7k) (Just note that bella doesnn't like being juggled midscreen but you can maybe get it to work if you delay the two s.lps. maybe.)

EDIT: Filia is really inconsistent midscreen I dunno what's up with her sometimes she'll let you combo sometimes not.

reset points: you're +23 on the restand so you could either continue the combo or go for a throw since you got forever to do it. Maybe go for an overhead?. You can dash a tiny bit and cr.lk after the axekick and then throw you can decide to not hp rekka on the first one and do lp rekka once then throw. you can do cr.lk instead of s.lp to trigger ips (works like a bait I guess) I dunno what resets are. What even is skullgirls?
 
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@Clawsome Bombs
Universal while head is in the corner (the j.mp chain is harder on peacock for some reason):

cr.lk, st.mk, st.hk, IAD j.mp xx lk axekick, rejump j.lk xx mk axekick, st.lp(1) xx el gato, s.mp, s.mk, s.hk xx el gato xx feral edge.

Head should hit between 9-10 times. I can't recall the damage though because I made the combo a month ago and haven't done it since/never wrote it down. I think you can get in another j.lp xx lk axekick at the end but, again, I'm a bit hazy on the details.

Good News: I've made a combo from this, negative edging, and the ol' cr.HK(1)>DA>Cat Scratch M>Cat Scratch Fever

Bad News: Can't keep away from the negatives, so FUN

*head in corner*

cr.lk, st.mk, st.hk, IAD j.mp,lk axekick,st.lp(1),st.mp, st.mk while holding HP, Cat Scratch M, release HP for Headbutt after a slight pause,st.lk,st.mp,st.mk,cr.hk(1),Cat Scratch M> You Go Girl

Does about 6-6.2 k
 
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