• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Fortune Combos

Status
Not open for further replies.
Could you tell those of us too lazy to make a nico account what that is?

shit nevermind forgot i made one, this video makes me feel a little bad for big band, guess he just blocks high all day. (or mashes super).
 
Last edited:
I keep hitting ips after j.hp in the lk fiber chain, the j.lp chain is in ips 3 so it starts tracking j.hp there.

edit: and even when I take ips trigger off I'm still only getting 8272 damage in 2v2. Where you doing it 2v3? It does 10762 with damage multiplier 1.30.

Alternatively, if you were missing the first link after the j.hp jump in to the j.lk chain, in 2v3 you would get a 10378 damage combo. That combo doesn't trigger ips at all so I think that's what happened.

Right now the best answer I can give you is yes.

I completely went full Derp Form and forgot to say my ratio when I was doing it. It was probably 2v3 by the looks of it.

Sometimes I would rustle IPS's jimmies on the j.hp after L Fiber. I think you found out why.

Just to make sure Ill do it a bunch of times to try to see what exactly caused IPS when I get home and report my findings (im on my way to the movies with some friends right now).
 

I wanted to make myself a BnB from Big Bands Big Extend and this is what I came up with.
 
Last edited:
  • Like
Reactions: FuLLBLeeD

This is probably the right place to post this thing. Assisted max distance cr.LK confirm! Does 8.5k for one bar before DHC!

/e: WTF is up with Youtube choosing nearly the exact same thumbnail for this and the former video.
 
Mind me asking what's a good beginner combo? I'm not too good at doing super chains, but I can follow a combo mostly.
 
Cr.lk, st.mk, s.hp xx HP rekka (2), slide
cr.lk, s.mk(1), s.hk(2) xx HP rekka (3) xx super

It's a simple 2 chain combo that does ok damage. If you would rather do a normal launcher you should try this.

cr.lk, s.mk, cr.hp
j.hp,AD j.lk, j.hp xx mk axekick
cr.lk, s.mk, s.hp xx rekka (3) xx super

I don't know what you mean by "doing super chains" so I dunno what kind of combos you want.
 
I don't know what you mean by "doing super chains" so I dunno what kind of combos you want.

Meant like I'm not good at carrying comboes too much. I can't do the crazy chains that most comboes have.
 
Yea it took me around 10-15 hours to learn my first val combo, and combos in mde were a few chains longer. Execution is just something you have to work at to get better, but once you put in the time it doesn't go away.
 
Cr.lk, st.mk, s.hp xx HP rekka (2), slide
cr.lk, s.mk(1), s.hk(2) xx HP rekka (3) xx super
.

Can I ask what xx rekka (2) or AD means? Not too fancy on the terms.
 
"Rekkax2, Slide" means doing two of the Cat Scratch Punch versions, then doing the Down+Kick one.
AD is Airdash, Pressing either PP or Forward twice in the air.
 
Yea, and xx means canceling with a special or super.
 
I don't know if this belongs here, but BB's SSJ can be DHC'd into Fortune's Level 3, which can be used for real dommage.
 
c.lk, s.mk, s.hk, L fiber,
j.hp, adc, j.hp, M axe kick,
c.mp, s.mk, s.hk, L fiber,
j.lk, j.hp, M axe kick,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, H rekka, super.

universal, optimized and very easy
 
How much does that combo do^?

Also, I'm having trouble with adcs with Fortune. Idk why. I don't have a problem with Val or Filia, but for some reason I can't do the hp>adc>hp parts. Or the axe kick restand. Any tips?
 
For the combo it does 7314 (from memory) with all moves all hits, on 1 ratio.

For the second, just do it slower. I'm always missing it bc I'm too fast.
 
Okay. I've been trying out the combo and I realized the problem was the height. It's so much easier to land the hp>adc>hp>axe kick off of fiber upper than her regular launcher.
 
Off of a cr.HP do j.LK,j.HP adc j.LK,j.HP,qcb.MK, but you have to do it real fast
 
I made a HK fiber counterhit combo, it's pretty standard so I hope it hasn't been posted before.


623HK j.HP 66 j.HP j.HK (you might have to microdash here) 5HK 623LK j.LK j.HP j.MP 5LPLP 5MP 5MK 5HP 236HPHPHP 236PP 7.2k

Works on everyone, but against parasoul you gotta make sure the j.mp hits as close to the ground as possible. and against fortune you gotta do something crazy with the first airchain to hit the 5HK after, don't know how i managed to land it on her to be honest.
 
Corner Fortune combo I came up with y

 
Updated universal version. Slight less damage is done on Val/Double.

 
If you want to do that otg link, mine does 8.5k (9k with the starter you used)

c.lk, s.mk, s.hp, L fiber,
j.hp, j.hp, M axe kick,
s.hp, L fiber,
j.lk, j.hp, M axe kick,
s.mp, M rekka,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, H rekka, super
 
  • Like
Reactions: ShadeMoneh
What's the best way to use HK Drillationship to combo off a throw? @KhaosMuffins you use Fukua with that assist right?
 
lp rekka (1) cat slide is what you use for pretty much every assist to convert of off throw head-on

slide will knock them up and drill will pick up. From there you dash and do your attack

EDIT: Actually just lp rekka once does it on it's own. You could just see which you prefer to do the most
 
Last edited:
Throw > call assist + MP Rekka (1) > some combo is what I do. Maybe LP/MP Rekka > slide does more damage overall?
 
Throw LP rekka+assist (slide) 2LK 5MK 5HK 623HK j.HP 66 j.LK j.HP 5LP 5LP 5MP 5MK 5HP 236HPHPHP 236PP and got 6329 without slide and 6479 with slide. So yeah slide adds 100 damage, you also don't have to dash up after the rekka.
 
Also, to do that don't call assist and then do the rekka, what you should do is just the rekka but WITH the assist button (or buttons if you don't use macros)

so something like: throw, qcf lp+mk
 
I've been at this portion of a combo I've been working on for a couple days now - I've seen it done in videos multiple times, but my combo stops short on the underlined hits. I'm not sure if this post belongs here, but I figure I have to speak up to get answers.

c. LK> s. MP> c. HP> j. HP> xx> j. HP> qbc MK> c. LK> s. HK

Has anyone else had issues with this before? Am I not pressing s. HK fast enough when I land?

Thanks in advance :PUN:
 
If you're missing because you're too far away, do a dash right as you land. If it's just a straight up drop then do the s.HK faster.
 
It also depends on where you are doing that combo, the new j.hp makes those air chains nearly impossible midscreen, j.hp, ad j.hp xx mk axekick only works consistantly on double and big band. I would suggest using j.hp, ad j.lk, j.hp xx mk axekick which makes restands easier/possible.
 
If you're missing because you're too far away, do a dash right as you land. If it's just a straight up drop then do the s.HK faster.
It also depends on where you are doing that combo, the new j.hp makes those air chains nearly impossible midscreen, j.hp, ad j.hp xx mk axekick only works consistantly on double and big band. I would suggest using j.hp, ad j.lk, j.hp xx mk axekick which makes restands easier/possible.

Thank you guys for answering. I'm planning on cutting that c. LK and seeing where I can go from there. Also, wishing you guys luck at evo if you're going - I hope I can catch you on a livestream or something.
 
It also depends on where you are doing that combo, the new j.hp makes those air chains nearly impossible midscreen, j.hp, ad j.hp xx mk axekick only works consistantly on double and big band. I would suggest using j.hp, ad j.lk, j.hp xx mk axekick which makes restands easier/possible.
They work on everyone, you just have to delay your jump after the launcher. Feels silly to do, though.
 
Does it restand?
it does i reguarly use it since the jlk > j hp > j lk > j hp. sometimes i throw off tempo. meanwhile j hp > jlk you can allow them to drop a bit and then catch them with j lk and you can Axe kick M

Edit: oh the j hp > adc j hp. also works on everyone but the timing is weird
 
Status
Not open for further replies.