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I Need a Hand: The Ms. Fortune assist thread

DDB

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Unknown Ms. Fortune Cerebella
So, with the onset of Squigly Edition, Ms. Fortune has gathered some usable assists such as H. Fiber Upper and her sHK, Wheel of Fortune. Any other possible assist ideas? Ms. Fortune can get along by herself just fine, but that doesn't mean she can't enjoy a good assist herself. What do you think make some good assists to back her up?
 
I've seen Woofly use s.MP (Head-on) as a lockdown assist.

As for assists that benefit Fortune, I've been using Bella's HP Lock n Load for approaching enemies. I know many people say Cerecopter is the better assist, but I haven't found much use for it or I may be doing it wrong. I also used to play Fortune with Parasoul's Bike assist, but then I dropped Parasoul.

Does Fortune benefit from Double's Slide? I've been watching Rikers-sama play a Rushdown Peacock who does combos off of Double's Slide assist and they looked cool.
 
Fortune doesn't really need any lock-down support so no point wasting an assist on that (says the guy with Cerecopter assist), I'd recommend giving her something to help with mix-ups. You have Peacock in your team, so George's Day out isn't a bad choice, especially since Fortune has air-dashes at her disposal. Alternatively, George at the Airshow would be pretty good for limiting the opponent's options, particularly since Fortune's only real anti-air option is Fiber Upper, which has a pretty limited angle.
 
I started learning Ms. Fortune (and SG for that matter) and I'm trying to learn MF/Valentine/Parasoul team. Any tips on which assists to use to help MF?
From what I see on the internet, she doesn't seem to need much help.
I'm currently using normal grab with Valentine, Bike with Parasoul and fiber upper with MF.
 
If I were you I'd put Val on point since her assists aren't as good as Fortune's and she's better at capitalising from assist hits. And like you said, Ms. Fortune generally doesn't need much help.
Throw is a pretty decent assist for Val though. I usually see people either use that, c.MK for mixups and ghetto lockdown, vial load for lower risk loads, or HK Bypass for fullscreen punishes and extending combos. Bike is pretty good for Parasoul, but I'd also recommend experimenting with Napalm Pillar since it's a great defensive tool or some of the tear shots.
 
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Fortune's assists are alright but I can imagine a Savage Bypass would improve Fortune's ranged pressure even more i.e. Savage Bypass -> start dashing -> Bypass hits -> Sliding Head attack -> IAD -> Head Attack Hits -> j.LK -> j.MK -> El Gato -> combo
or something along those lines.

Alternatively NOX's suggestion is good to go with, it'll also give you a good Alpha Counter to use when Val is in danger, I'd recommend putting Fortune at the back though with Parasoul in the middle so if they beat Fortune quickly then Val will still have time to recover more health.
 
I wouldn't suggest using savage bypass as an assist for a few reasons. The first is that val should probably be on point, but that isn't really related to the others. Savage bypass can be pretty easily stuffed and is difficult to protect. It doesn't give you the time to rushdown like hairball (which is a comparable assist type) does and would require specific set ups to get the timing right, which you don't always have the luxury of doing (aka it's not a footsies tool, it would be a mix up tool and combo extender). Not to mention that fortune's ranged game is really strong headless. Overall if you really really need a ranged attack you should go with HP deadly cross, but I would still just suggest going headless if you have ranged issues (as for a val assist, c.mk is my favorite).
 
Thanks a lot for the tips guys.
I'm gonna play around with Valentine/Parasoul/MF or Valentine/MF/Parasoul and see what I prefer.

I had no idea Val's cr.MK was that used since most players use her on point. Savage Bypass was along my assists because I saw some fullscreen stuff with both of them. Since I was using Parasoul's bike, I started messing around with her throw assist resets lately.
As for Parasoul's Nepalm Pillar, I'm not sure how that assist still is. I kinda stopped following the SG scene a while back and many patches were released between now and then. I could definitely see myself using a defensive assist against a Fillia/Bella duo.
Can her Napalm Shot be used as a "beam" assist to cover horizontal space? It didn't seem quite like it but I could be wrong.
 
As for Val's cr.mk, the reason I prefer it over any other assist is because of it's range and minor lockdown. Those are generally good features to have, but what makes it relevant to this thread is that it gives you more command over the distance where you can IAD j.lk. This is especially helpful for high/low mix ups and the sort. Its an assist you use for the close range game, but its not as aggressive as her throw, which is what I used before. In theory the throw is really nice but I personally don't like playing that way.

Fortune will be improved by having a generally good assist, if its a good assist for every other character it'll be good for her, but she is a very solid character so you aren't forced to pick any specific assists for you other characters. Updo and napalm pillar are nice so you can convert off a dp, but an AA assist isn't vital to her gameplan. I suppose that one area where she is weakest is air to air, so maybe we can see if there are any assists that can cover your front and top while jumping at mid-range. Though it would have to be useful for something else as well, I don't think this air to air fear is enough of an advantage to commit your assist to against every character.
 
I dont know how well fortune can use painwheel mp stinger at neutral, but on the team i run ive been finding some really dope blockstring/hitconfirm and throw synergies:

Throw then lp cat scratch plus stinger assist, 2nd lp cat scratch, stinger hits, fortune dash cr.lk into full combo of your choice.

This differed on some characters, some need only 1 rekka some need 2 mp rekkas? But its a great throw confirm midscreen which makes fortune that much scarier. Also, fortune can always just go the easy route and do cat scratch fever into painwheel install into maximum damage if she has 2 levels.

Then, there's a REALLY NICE anti pushblock blockstring that doubles as a hitconfirm:

Lp scratch fever plus stinger assist, 2nd lp rekka, go into hitconfirm from stinger on hit or go into high/low/throw mixup on block.

I dont think the pw assist is terribly effective at neutral... But its damn effective for blockstrings and throw confirms and i can almost guarantee its great for extending combos since it gives a ton of hitstun.

So thats a great synergy.
 
Would Execebella be a good assist or is it more situational? I use it as an assist when I decide I want one and I've noticed it shuts down a lot of air rushdowns and it's also possible to combo right after Cerebella throws the enemy you can either to cr. HP or fiber upper into an axe kick loop or whatever but there's a certain placement for it I guess and I miss it at times. Although I've noticed there are times where it doesn't work and I'm not sure if it's a distance thing (enemy being too close or far away) or if I just time the assist wrong at times.

The only problem I guess would be if someone can do really neat things on the ground. Although I do like to think that head off plus execebella can make both the ground and air lava with enough precision anyway.

I guess it's kinda cool to use after a launch too but I'm not sure how effective that would be since I've never tried it.
 
Excebella seems strong online because everyone likes to jump in and press buttons all the time. It isn't a bad assist but its amazingness is overblown against most people. When I first dealt with someone using it I had troubles, but the move is not active for that long and has a large recovery, it gives plenty of time for the attacker to be in the air or to hit the assist and lock it out for extra time. It might be a good for some set ups, but not as strong as a lot of other neutral game assists.
 
For my Cerebella/Fortune team I used to use HP Lock N Load Assist and now I'm playing with Cerecopter. In the past I used assists only for reversals or approaching an opponent, but now I really love incorporating Cerecopter into Fortune's combos (And HK Fiber Upper, after Bella's 2nd hit of S.HK in her BnB, followed by Cerecopter and Super).
 
Anyone tried playing a lame headless fortune? I've been doing it with double's MK Bomber/Peacock's Air george and its working great.
Yeah the head takes a lot of damage but it doesnt even matter. You just out-manuver the other person, tag em with Fiber uppers, lock em down with bomber and go in with j.lk. It seems really strong to me.
Even though headless fortune's combos/resets are weak it doesnt matter because with assists like these, in conjunction with Uppers, zoom x Nom/Sneeze, and your mobility, you just have so much control over the neutral. That's the theory behind it anyways.
 
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am i the only person who still uses fortune cr.toward+HP for an assist? (for those who dont know it provides an auto tracking zoom while headless)

its pretty funny watching people try to hit the head while fortune is off stage. puts them in enough blockstun that you can make an approach too.
 
tonight is pretty much my first night playing this game longer than an hour or less. doing fortune/bella. using forward HP as bellas assist.

id like a third character though. thinking squiggly or valentine. im open to suggestions
 
Both of those characters are terrible anchors so they are gonna have to be point. I'd recommend doing either squigly/valentine on point, fortune with fibber upper, then cerebella with cerecopter.
 
Both of those characters are terrible anchors

oh for sure, im lucky enough to have duckator to ask for help and he already warned me that valentine is only viable as a point/battery character in his opinion. i wasnt asking for an anchor, i just meant a third character in general...and squiggly/valentine are the two im looking at.
 
go Val/Fortune+HK fiber/Bella+Ceracopter
 
doing fortune/squigs/bella would be interesting. Sing would be a really interesting assist because fortune wants to get right above the opponent, so you can call assist and dash jump (or lk/mk fiber follow up) and you'll already be there so it gives her head on neutral game a much needed buff. There's also a headless buff because the head never goes farther than the edge of the screen so you can bring the head closer to them with sing as well as position yourself above them. Then of course ceracopter as the best lockdown assist.

I just want more people to use sing assist because people have put like tried it for like 3 weeks then went back to boring stuff like drag n bite lockdown.