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Fortune Technology: Resets, Mixups, etc.

Vladislav_Paizis

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Ms. Fortune Eliza Unknown
Please share any cool tricks that can be done with Ms. Fortune: resets, mixups, head shenanigans, etc.

Besides the usual "combo ---> j.MK ---> Airdash cancel ---> Air grab" reset, what other good resets does Fortune have?
 
You should probably add combos to the title too. I'm gonna try to learn her & when I do I'll add some :)
 
Nah vlad did it right, we usually have different threads for combos and tech.
 
In most character sections there are separate Combo and Resets threads. Should we unite this thread? Oh well. Nobody cares about Ms. Fortune's gameplay. #Kappa #WhereInTheWorldIsGuitalex #KhaosMuffinsPleaseSaveUs
 
In most character sections there are separate Combo and Resets threads. Should we unite this thread? Oh well. Nobody cares about Ms. Fortune's gameplay. #Kappa
Yeah I'm sad this isn't as lively as say double or filia :( but I guess maybe ill make one if I started messing w/her
 
Yeah I'm sad this isn't as lively as say double or filia :( but I guess maybe ill make one if I started messing w/her
Please do so. If I were to post combos, they would be copy/pasted from KhaosMuffins, because I'm that innovative and original.
 
Please do so. If I were to post combos, they would be copy/pasted from KhaosMuffins, because I'm that innovative and original.
I'm fine with that for now lol
 
i hope to be more active in these threads once the console patch comes out.

saying that, an effective reset/mixup i have been messing with in SDE is after a launch using st.HK (you could use cr.HP in squigs ed) call excebella assist at the same time as doing a rekka (medium seems to work well) and you can make a very difficult to spot left right that gives you a million years to confirm.

plus if they are able to block the grab, you can mix them up on the way down, either by going left/right/high/low/throw by just nudging yourself to either side as they are coming down, and going for either an intant overhead or whatever you like. it all happens really fast as well so the chances of you landing something are quite high i reckon.
 
May I ask what are Fortune oki tools? A lot of times I just try to walk up and throw or a jHK/HP at max range, but it doesn't work well.
 
I don't really seen anyone using hard knockdowns, but she has good fake cross ups with her air dash and j.lk xx mk axekick. I don't know about chasing rolls, though. A vast majority of this game's RPS happens in combo resets.
 
I don't really seen anyone using hard knockdowns, but she has good fake cross ups with her air dash and j.lk xx mk axekick. I don't know about chasing rolls, though. A vast majority of this game's RPS happens in combo resets.

what i want to know is whether you can just use the 2 punch buttons to cancel dashes without having to press a direction on the stick. that way you can dash in on wakeup and then just hit the punch buttons again if they roll through you and it will autocorrect the direction.
 
May I ask what are Fortune oki tools? A lot of times I just try to walk up and throw or a jHK/HP at max range, but it doesn't work well.
If you go for a hard knockdown with HK axe kick while headless then you can launch the head towards your opponent with st.HK and they have to block. You can be push blocked, but it's not that big of a deal since the head is still right next to them and ideally you should still be moving forward.

The problem is that Fortune has no way to combo into HK axe kick while headless unless she gets help from an assist. :(
 
Yeah, I usually hit people with jHK trying to get near, hitting with HK axe is pretty impossible for me.
 
Overhead/low rekkas in lag are the strongest resets ever.
 
Hi Ms Fortune players! I don't play this character but I was recording some Peacock fuzzy guard setups and I figured that MF could probably do something similar. She could, so here it is:


The gist of it is that you force someone into standing blockstun for a while by making them block an IAD j.HP or j.HK, then go for an unreactable high/low mixup with c.LK or a rising j.LK. You can then convert the j.LK into a combo by using either an assist, your head or an air super. The air super is obviously risky, as you don't have enough time to properly confirm it after a raw j.LK.

As I said, I don't play this character so sorry if this is already common knowledge!
 
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Being stuck with SDE, I'm not sure if these can be pulled off anymore (particularly the one for Double) but here's a couple of Burst Baits I've got for her (be warned, terrible off-screen recorded quality).
This is pretty simple,
s.LP -> s.LK -> s.MK -(second hit)> s.HK -jump> j.LP -> j.LK -> j.MK -> (air) El Gato -> Head OTG -> s.LK -> s.MK -(second hit)> s.HK -jump> j.MP -(air-dash cancel)> j.MP
Basically, all you need to remember is the s.HK -jump> j.MP -(air-dash cancel)> j.MP bit and you're good to go. You can mix things up by replacing the second j.MP with an air grab. Unfortunately it doesn't work on Double.

This one, however, works on Double and only on Double. It's got really tight timing for the air-dash cancel and j.LK but it's not impossible (in SDE at least), pretty much air dash as soon as j.HK hits and j.LK as soon as you've input the air-dash.
s.LP -> s.LK -> s.MK -(second hit)> s.HK -jump> j.MP -> j.MK -> (air) El Gato -> Head OTG -> s.LK -> s.MK -(second hit)> s.HK -jump> j.LP -> j.LK -> j.MK -> j.HK -(air-dash cancel)> j.LK
 
So ive been practicing fortune combos all day and having a tough time of it. But in missing said combos... I came up with a bunch of resets... Simple... But hey there's very little reset tech in here so... Yeah:

Simple high/low/airthrow/air crossup mixup reset head on:

Lk fiber then:

1. Slight delay then airthrow
2. J.hp xx j.hk (fast fall) cr.lk (low)
3. J.hp xx airdash j.hk (high)
4. J.hp xx airdash before hit, slight delay, j.hp (crossup)

These arent the best resets as far as ambiguity, but they are all fairly fast and tricky. I was missing combos and getting people with the crossup version all day.

In fact, i think that there are many different types of resets depending on type of fiber is used so... This could be a good bnb reset place, especially if the fiber strength is mixed up.

Does anyone have any good crossunder or crossover resets? Preferably very fast to mess with reversal mashing....
 
Yeah I've been using the 4th crossup you listed for a while and it's so good. <3
As for crossunders, one thing that I often do is j.LK > j.MK (1) > j.HK (whiff) and then run under my opponent. This works at any height, though they can reversal since the first hit of j.MK has such little hitstun. Another crossunder that I like to do comes from one of my BnBs, and the opponent can't reversal due to them being so low to the ground while still being in just enough hitstun for me to get a hit out before a super can startup. http://www.twitch.tv/khaosmuffins/b/472095065?t=5m
 
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It's funny how people complain that fortune is so strong but apparently no one plays her.
People are sore losers! They always need to find a reason to discredit people who beat them. I see much more Filia, Bella, Parasoul, Peacock and Double players rather than Fortune, which saddens me.
 
An easy burst bait for Khaosmuffin's Moderately difficult Combo:
cr.LK - st.MK - cr.HP
j.LK - j.HP - ADC - j.LK - j.HP
jump (up not forward) j.LK LK Axe Kick

I'm not sure why but the axekick seems to make you dodge the burst.
 
Fuzzy Guards

I was messing around with this a little and you can also get jump neutral/back instant air j.lk IAD j.hp if you've still got your head on with no assist/bar spent. The timing is a little tight but it's really really good imo.
 
Is there anything I can do after this? I'm realy close to the ground if it's well executed but I'm sure if should axe kick super or something else.
cr.lk-s.mk-s.hk-lk fiber-j.lk-j.hp-s.lpx2-s.mp-s.hk-lk fiber-j.lp.-j.mp-air dash-grab

There's also a longer version I'm working on:

cr.lk-s.mk-s.hk-lk fiber-j.lk-j.hp-s.lpx2-s.hk(first hit only I think they have to be restanded quickly)-lk fiber-j.lp-j.hp-s.mp-s.hk-mk fiber-j.mk-dash cancel-grab-super-feline allergies(make sure this hits at maximum height otherwise the burst will hit you)

They're hard to use with no reward resets but I like how they look. I also assume that because these take some time most people won't react to the grab but I'm not sure.
 
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So is cancelling airdashes into ground normals a thing that we already know about? Because if you are as close as possible to the ground and do an airdash you can cancel it with any ground button. I can even grab, so you instantly go from in the air to grabbing and if the teched too early you just straight blow them up. You can also do fortune's headless overhead waaay faster than landing from a move. I tried making a video and it ended up being awful and I don't have time to make a proper video that shows all the nasty ways to cancel airdash into ground moves. This is probably possible for filia too but I haven't tried it.

It also makes basically allows you to instantly dash instead of waiting for the jump recovery. Also I just tried it out for filia and it works for her too.

Didn't even bother editing it cuz fuck that.


I have been told that this indeed was already known by a few people. Time to let the public know, I guess.
 
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This deserves it's own post.

You know that ground cancel air dash? well it crosses up on painwheel. If you can lock her down on the ground for long enough you can use the dirtiest cross up/low mix up that I think I have ever seen. I'm pretty sure this is the fastest way to cross someone up with a low. Video incoming. I know its character specific and painwheel tries to not be on the ground, but its the kind of mix up that is just niche enough and just awesome enough in that niche to be a clutch reset. The painwheel would have to be mashing super because there is no way they would know...unless they read this >_>.
 
You know that ground cancel air dash? Well it crosses up on painwheel.

..there is no way they would know

...unless they read this >_>.

OV0ImOt.jpg
 
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Psssh, it's a 50/50 unreactable. I have no fear.

Also I'm gonna start calling it ADGC for terminological confusion with PBGC.
 
don't worry, painwheel players are used to it

just keep feeding our victim complex
 
If you go for a hard knockdown with HK axe kick while headless then you can launch the head towards your opponent with st.HK and they have to block. You can be push blocked, but it's not that big of a deal since the head is still right next to them and ideally you should still be moving forward.

The problem is that Fortune has no way to combo into HK axe kick while headless unless she gets help from an assist. :(

I dunno if you already figured it out, but if you're head is close enough to can do an airchain (I did lp,lk,mp but I'm sure to can use just lk,mp or mp) link into sneeze, then link that into HK axekick. The distance is about the same as where you want the head after a feral edge. It's kinda sensitive but if you're good at positioning the head/aware of where the head is you can use this. The stick movements are kinda tricky though because you have to input a DP then a qcb in relatively quick succession. At least you aren't on pad anymore.

Oh and you can do launcher into raw hk axe kick if you're boring, but its pretty easy to get the head in the right position to launch it over their body.

edit: yay the fortune tech thread is finally on page two!


T_T
 
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Fun fact: it doesn't count as triple posting if the first post is on a different page.


Just some burst baits and set ups, the most relevant one is the last set up. It's a really really easy way to link launcher into HK axe kick. Even though you can do it raw this has the advantage of putting you into a perfect pressure position as well as being an extremely forgiving link because of the way her head moves. The other two are neat 5k-6k combos that end in oki for headless fortune which is always a good thing for her.

The first one was weird and looked cool so I decided to record it, though I guess it is useful if you want to launch the head in, and if they roll forward you can punch their face so it all works out. Yay for covering options. The second one if just a boring set up mainly just showing that nom into sweep is a thing that people can take advantage of.

None of this is really that new but we really don't have that many tech videos so I thought it would be worth showing people some stuff they can try out if they are just starting to learn fortune. Maybe they might even take the basic principles and make better set ups? A man can dream...


EDIT: I'm a big dummy and that last combo is fraudulent. Here's a real one that also does more damage.


Please forgive me.
 
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A neat little headless (might work head-on too, I dunno, too lazy to check) cross-under here:


Light Character Version:
s.HK -jump> j.MP -> j.MK -airdash cancel> j.LP -land> -dash> attack

Easy Painwheel Version (because I find the timing to be a pain for her):
s.HK -jump> j.LK -> j.MK -airdash cancel> j.LP -> j.MP -land> -dash> attack

Everyone Else Version:
s.HK -jump> j.MP -> j.MK -airdash cancel> j.LP -> j.MP -land> -dash> attack

Thanks to the nicely placed j.MP (not present in the Painwheel version) it works as yet another alternative to the grab/burst mixup I posted a while back (in the days I was trapped in SDE, although it still works like a charm now), however it's less of a mixup and more of a gimmicky every now and then kind of thing.
 
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http://www.twitch.tv/camail/b/494625737

Works on (universally):
Painwheel

Works on (crouching):
Peacock, Squigly, Valentine, Fortune, Cerebella, Filia

Doesn't Work on:
Parasoul, Double, (Probably Big Band)

I'm posting an unedited twitch recording with huge audio lag because fuck it.
 
Not sure if this is common knowledge already among Fortune players, but if you do Cat Slide meaty, it changes the frame data. If you do it early enough it can be as much as +4 on block. So off an untechable knockdown like Cat Scratch Fever (head on) you actually have time to Cat Strike just to get the head off then do a meaty Cat Slide as they're getting up. Then they're like "oh man I just blocked that low slidey thing Fortune has, that's like -10 on block so now they're FUCKED" except actually you're at plus and you can jab for free and they can't beat it with anything.
 
Just gonna throw a bunch of resets and shit in one post just cuz I think it's useful to know how many options you'd have in a single combo. No videos cuz I can't edit and I also can't land shit consistently. Also keep in mind I'm far too lazy to go through every single character to make sure everything works right on each one so there's def gonna be some crap that just flat out doesn't work on some chars

Starting with this basic head on combo

o Starter, c.MK, c.HP
o j.HP adc j.HP, mk axe kick
o c.LK, c.MK (1), c.HK (2)*xx LK fiber upper
o j.LK*, j.HP*
o c.MP, s.HP, QCF HP (3), QCF PP

In chain 3, you can cancel the HK into a fiber upper after 1 hit and then cross them up with an overhead. j.lk into lk axekick or just straight j.hp should give enough hitstun to combo.

In chain 4, do j.MK after the j.LK and cancel it on the first hit w/ HK and you can do low/throw/overhead mixup from your side, cross under and do low/throw/overhead from the other side, cross under and then cross back over with an iad j.HP if you're super tryhard mlg pro status, or just jump back up and air throw them. P sure the air throw and cross under ones flat out don't work on heavier characters since they fall too fast.

In chain 4, you can air dash after the j.LK and cross them up with an overhead.

In chain 4, you can air dash after the j.HP and air throw lighter characters, then otg them with an axe kick and start a ground chain when you land

In chain 4, you can dash up after landing from the j.HP and do low/throw or just do an iad j.HP from where you landed

In chain 4, after landing from the j.HP you can jump back and j.LK if they press all the buttons. I dunno if you can actually do anything to them before they can block again after bursting but it's a free mixup at least.

Hope someone finds this useful. Also hope writing all this crap down forces me to start using more than like 2 resets
 
So I know how popular it is to use cr.lk, s.hk to launch the head, but I would like to make the case for cr.mp, s.hk as being a better way to move your head. My first reason is that cr.mp has a hitbox that is much farther behind you which means there will be almost no situation where cr.mp will be whiffing, it just makes life easier while trying to launch the head. I will admit that cr.lk has a long hitbox in the front of fortune, but the distance where cr.lk hits and cr.mp doesn't is also the distance where you can't hit with the launcher. Something similar happens for cr.mp with regards to the distance it hits behind fortune, but it is not as severe.

Sadly if the head is off screen cr.mp won't hit it, but it get's pretty close. So yea, stop using cr.lk and start using cr.mp because its better in every way for moving the head.
 
cr.HK(1) > MP Rekka is life.
They recover in the air but VERY low to the ground you MIGHT be safe from ground reversals if they're just mashing it out carelessly. Air supers will get you, though. They can also throw out a really fast jump attack and potentially hit you (though you're at +7 so...), but if you use cr.LK and juggle the head then you trade, but you can combo after the head hits.
 
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There are a few rekka resets that I've been toying with headed Fortune. The first is a Rekkas > Slide > s.LP(x2) > s.MK > M. Rekka(x2) > Slide Reset. It is possible to add a s.HP before the M. Rekka. You must delay the last slide in order to hit.

The second is a Rekka > Slide > s.LP(x2) > s.MK > L. Rekka (1) > c.LK Reset. Probably not a good reset since the opponent floats in air but it works sometimes.

 
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