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Fortune Combos

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Okay so this is a total scrub / embarrassing question but how do you pull off the j.HP AD j.HP? I get that you're supposed to air-dash cancel between the two but I'm just...well...air-dashing. In the videos it looks flawless. Figured I should ask if I'm actually missing something or if it's just a simple matter of me needing to put more practice in getting the buttons right?
Depending on how far you want to go just PP to air dash
 
just put this together using M shadow assist. 5.8K from midscreen throw.


its (semi) universal in that for a couple of the heavier characters (BB/Double) you should use the M rekka after the throw otherwise they land before Fuk connects. Bella you may have to drop the airdashed j.HK.

edit : ok so ive optimised it a little more since last night. its a little easier to do and does more damage. does a little over 6K now, instead of going for the airdash j.HK, just do medium axe kick, now you can put in a st.MK after the first s.MP.
 
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here khaos:

CH j.hp,
c.lk, s.mk, s.hp, lk fiber,
j.hp, adc, j.hp, mk el gato,
s.hp, lk fiber, j.lk, j.hp, mk el gato,
s.mp, s.mk, s.hp, lk fiber, j.mp, j.hp,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, rekka, super

9.5k

and harder:

CH j.hp,
c.lk, s.mk, s.hp, lk fiber,
j.hp, adc, j.hp, mk el gato,
s.hp, lk fiber, j.lk, j.hp, mk el gato,
s.hk, lk fiber, j.mp, j.hp,
s.mp, M rekka,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, rekka, super

9.7k
 

does 11.3K for 2 bars. not exactly the most likely starter but it sounds fucking awesome which is why i recorded this one.
 
What are you guys doing nowadays for head off combos...I've been neglecting that part of my game up until recently. I've seen the ones in Khaos's video but I just wanna check to make sure some newer/more optimized stuff hasn't emerged since then. Thanks
 
Still doing axe kick loops and sandwich combos, nothing special really.
 
I haven't been playing SG lately and I would like to know if someone managed to find combos for Fortune with Eliza's assists. Do they have some synergy? I've been trying some combos with Eliza's lockdown moves, but I can't decide. Osiris Spiral seems to raise opponents slightly into the air, while Sekhmet's Butcher Blade seems to start up slow and I'm not sure if it will be a good Alpha Counter move.
 
Can someone help me with finding a good headless combo and a combo for transitioning to headless?
 
The only way to combo into headless is cr.hp, headspike. It's a pretty akward link.

Headless combos are in the khaos tutorial probably. That section won't be out of date.
 
The only way to combo into headless is cr.hp, headspike. It's a pretty akward link.

Headless combos are in the khaos tutorial probably. That section won't be out of date.

The Japanese Fortune player at EVO was comboing into it off of Fiber Upper.
 
Figured I'd post this in the most active Fortune topic. I've only had the game a few months, can only play weekends, and searched the SG Wiki, but didn't find the info, so excuse the basic question.

How do you get the overhead kick during a rekka? I've gotten it sometimes, but am not sure what the input is.
Is there a good combo to use once you get it? Thanks. I'm high-beginner, so this should help.
 
The Japanese Fortune player at EVO was comboing into it off of Fiber Upper.

fiber is at most +13 on hit with h fiber cat spike is 21 frames I'm assuming the other player just didn't block.

Figured I'd post this in the most active Fortune topic. I've only had the game a few months, can only play weekends, and searched the SG Wiki, but didn't find the info, so excuse the basic question.

How do you get the overhead kick during a rekka? I've gotten it sometimes, but am not sure what the input is.
Is there a good combo to use once you get it? Thanks. I'm high-beginner, so this should help.

If you looked at the command list you'd know that during rekkas 1 and 2 but not the third hit you just press any kick you can't do this headless either.

I don't know any optimal routes after the overhead but I'm pretty the standard fiber loop is the way to go
 
You still could've checked those times you played before.
 
So I spent some time working on corner football combos that can actually be done consistently/reliably and I got 2 (3 if you include the 2 meter variant at the end of the second vid)!

This one only works on Filia, Fortune, Val and Psoul. It does a little less damage, but is pretty easy and sounds cool because of HK Axekick :P

These ones works on everyone except Peacock and Big Band (actually does work on Peacock, but timing is stricter):

I can do both of these 90% of the time so that probably means everyone can (if someone can figure out a simple way of getting 69 hits consistently with something like the second combo then I'll love you forever).
 
You still could've checked those times you played before.
Yes.

I also wish I got this game when it first came out, instead of two months ago, since it's so good and is made by a unique company & deserves the support.

Anyway, this advanced stuff I've been reading here & watching in videos in this section (and many other sections of the forum) is interesting. Maybe someday with enough practice I'll manage to do longer combos than I can now.
 
Picking up MF and started work on the combo that CaioLugon posted.

This one:
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

A few questions:
This doesn't seem to work on crouching. Is there anything I can alter slightly to make them stand?
Is this pretty average for her damage (like 7.3ish)?
I think if I replace s.hk with s.hp in the first string, I get more damage. Is there a downside to it (like does it whiff, make a string more difficult, etc.)?
 
I think if I replace s.hk with s.hp in the first string, I get more damage. Is there a downside to it (like does it whiff, make a string more difficult, etc.)?

sHK will always move you closer to them to ensure that the fiber hits deep.

sHP > Fiber variance isn't really that big of an issue tbh, but I'd rather trade the scaling/damage for certainty every time.

Having their spacing/hurtboxes in a consistent place at that point in the combo is good, especially since the air normals you do after the L-Fiber are a really prime reset point.
 
A few questions:
This doesn't seem to work on crouching. Is there anything I can alter slightly to make them stand?
Is this pretty average for her damage (like 7.3ish)?
I think if I replace s.hk with s.hp in the first string, I get more damage. Is there a downside to it (like does it whiff, make a string more difficult, etc.)?

youll find that against painwheel and cerebella st.HP into fiber almost always whiffs, esp if you are doing it at anything more than closest range.

as hilary said i think its more worth using HK just for the consistency. you dont want to get caught with your pants down when it could be easily avoided.
 
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Was it zoom whiff xx nom?

Because that allows you to get full metterless head off combos anywhere on screen as long as you are aware of where your head is (doesn't matter where the head is, you just have to know where to be able to combo it in time)
 
you mean the thing where he did fiber what then should've been a fast fall but instead he adcs and does a sideswitching j.hk and then the head catches?

'cause I get that by doing l fiber j.mp j.mk adc j.hk headbutt although the timing for it feels weird at first.

or is it headless launcher then l fiber then j.mp j.hk (or something like that I forgot unfortunately)

maybe it had both I dunno
 
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My meterless combo is much more simple. It is really difficult timing on some characters though.

But basically it is just air series into axe kick then you zoom whiff and cancel into OTG nom depending on how far away the head is. It is difficult if the head is max distance behind you, you have to zoom super early then cancel basically JUST at the end of the zoom into nom.
 
I need a easy ABC combo of Ms.Fortune please. Both head on & off. I can only follow combos in order: L->M->H->Special->Super

Exp: s.LP, m.Mp, c.HP (In air) j.LP, j.MP, j.HP, QCB x2KK
 
MY MIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIND.
 
I need a easy ABC combo of Ms.Fortune please. Both head on & off. I can only follow combos in order: L->M->H->Special->Super

Exp: s.LP, m.Mp, c.HP (In air) j.LP, j.MP, j.HP, QCB x2KK
I mean... if that's your criteria, then you just found your own combo.
 
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I mean a longer combo... -_-''

cr.LK,st.MK, cr.HP , j.MP-HP , QCB LK, cr .LK, st.MK-HP QCF HP, HP, HP QCF PP super is a bit longer and slightly trickier than that last one.
 
Here:

c.lk, s.mk, s.hp, H rekkax2, slide,
c.lk, s.hk(2 hits), L fiber,
j.lk, j.hp, M el gato,
s.lpx2, s.mp, s.mk, s.hp, H rekkax3, super

Or

c.lk, s.mk, s.hk, L fiber,
j.lk, j.hp, M el gato,
c.mp, s.mk, s.hk, L fiber,
j.lp, j.hp,
s.lpx2, s.mp, s.mk, s.hp, H rekkax3, super.
 
I'm not near my game at the moment.

About how much damage does that first combo do?

I'm interested in a rekka loop (if possible) because rekkas give a sexy amount of meter.
 
I'm not near my game at the moment.

About how much damage does that first combo do?

I'm interested in a rekka loop (if possible) because rekkas give a sexy amount of meter.
You should check khaos' video spencer, I'm not even sure these reach 7k.
 
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This headless 8k combo doesn't work on the usual suspects:

Double- falls to fast to rekka after the second axe kick

Cerebella- doesn't bounce high enough (or falls too fast) after the first axe kick to combo j.lk into j.hk.

Big Band- can't side switch. I tried a variation where I did the combo while he was sandwiched between fortune and the head. He falls out at the same point as double.


On the plus side, there's 4 reset options after fiber
another 2 options after the first axe kick
and the option to simply relaunch and Red Savarin whenever you want.


If somebody can make things work on these 3, please let me know.
 
Double- falls to fast to rekka after the second axe kick
you can use Lp Scratch instead, or littel delay j.Hk or gato. But main problem is that after super she falls to fast to headbutt her. but i notice if she land directly on first nom, first otg will not count.
Cerebella- doesn't bounce high enough (or falls too fast) after the first axe kick to combo j.lk into j.hk.
look on bella s.hitbox and on fortune's j.Hk and you will see. Should aim Bella's head, not body. So, just walk 1-2 step back, not forward, before jump. And one other thing, she is teleporting throw headbutt when fall, need to sneez her, then use delayed s.Lp to land her, but burst will be lost, as the head in other side.
Big Band- can't side switch. I tried a variation where I did the combo while he was sandwiched between fortune and the head. He falls out at the same point as double.
Lp Scratch, and he falls more compact (?) than Double so headbutt hit him without problems
and the option to simply relaunch and Red Savarin whenever you want.
he infected me with that, I was innocent before ;_;
 
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fiber is at most +13 on hit with h fiber cat spike is 21 frames I'm assuming the other player just didn't block.
Oh hey, that's one of those the-cancellable-recovery-is-marked-as-attack states that Pizzarino found some of before, lemme fix that.

On hit, LK is actually +19, MK and HK are +21.

Still doesn't combo, but maybe I can test that too. :^P
 
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Hey have any of you guys noticed with the fix applied to the buffer window for specials after fiber upper launch into j.lk can't be input going up anymore? I'm not just sure if there's something that i don't understand about the change or if it's doing something that's unintended. That lk not coming out is getting me destroyed by peeps who mash through combos.
 
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