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Fortune Technology: Resets, Mixups, etc.

Should be able to find some cool headless Fortune stuff with this, since it gives you a way to transition into headless with good scaling and better reset points than the headspike combo.
 
I found this s.hk cross, and double cross unders so here's some j.mk fastfall resets and that:


*remember to do fiber to the other side
 
I updated my baits to be much easier to do so uh here you go:


Video description:

"These are now much more easy to do just note that Parasoul, Cerebella and Eliza require that you delay the j.mp a bit otherwise it will not work. (you will be doing an immediate j.mp for the rest of the cast only because it seems to work on most mediums and all lights)

Bait no.1 will not work on double or big band they are too big and heavy.

Bait no.2 is universal but harder to convert from should the bait work."

Bait 2 (the one with el gato) also requires you be as close as you can to the opponent when you launch them. It doesn't matter for big band though since he's so big. It's a burst state with sliding knockdown so you can get lots of time to think or lots of time for them to mess up and burst. (I would also recommend that you do bait 2 in the corner only since it's easier to do and it's even easier to convert from.)
 
ShUt Up AbOuT My WaIfU.
images
 
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Unsure if this is the thread to post it in, but I've found that IAD j.lk > H axe kick is a great pushblock bait. I've noticed some people often don't pushblock j.lk but pushblock the axekick that comes after.
 
This is the first time I've contributed to gameplay thread related to a character I like.

I'm not sure what the policies are for embedding webms so I'll just hyperlink to them.

This is a burst bait I was able to do. I'm pretty sure it works outside of the corner, but the head placement and spacing is harder when you're not against the corner, and by the end you'll be in the corner anyways. I like it because it leads into itself so you can keep doing it if you're a jerk. Probably doesn't work on big people.

This is a super dumb doublesnap combo with headless. Dunno if it works on big people or not. I guess I'm bad at lab.

I did both of these in the beta so I'm not sure if they work in retail.
 
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Really nice!

I'm adding that to the compendium
 
Oh hey my bait made it in headless form didn't even know I could do that.

Also you can make that bait slightly more universal with j.mp j.mk 1 ( leaving you a chance to throw reset a lot easier) adc j.lk j.hk also delay the j.mp a bit so that it works on the heavier characters (minus double and big band they're too big/heavy)

These are very neat. midscreen birthdays were not a thing I knew about
 
@SkippyMcYay

what song is that during the reset section? I think I'm gonna skullmod it into the fishman parish stage.
 
For players that are just getting into the headless options, How would you dissect this video based on what is most common and practical?


OTE="SkippyMcYay, post: 206805, member: 3932"]I'll just leave this here
[/QUOTE]
Fot
 
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That video is like, 5 posts up and your quote is broken.

I'd learn transitions so you can get into and out of the mode
combo parts (not full combos) so you know what to hit with and what to do when you hit it, maybe A (and I mean only one) combo at this point if you can' resist
pressure strings so you can work into confirms
confirms and repositioning the opponent/head which is a part of getting your damage, this includes the character specific stuff
resets because you can still just make up combos if you know what the combo parts are
and then full fledged universal combos (or as universal as they come) to optimize your damage
character specific combos
assist kills
then everything else as needed
 
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Dhoppler covered the important stuff. To elaborate on resets: the launcher + HP series (7.4) is quite effective; the basic j.HK crossup off it is pretty much guaranteed to work the first time, and you can mix it up in a ton of ways later. The low fiber setups (7.12) also have a bunch of options and don't require the head; going for the high/low after making the opponent recover just above the ground is very effective. Setting it up off sweep>fiber is more reliable than doing it from OTG or a low juggle fiber. I also recommend learning at least a couple of the resets (preferably universal) that cross up in the corner so your opponent has to guess more than high/low/throw. Lastly, pick up some of the resets that are effective against reversals, mostly being ones that (un)crossup with the head e.g. 7.15 HP crossup, 7.14 nom crossup, 7.8 j.LP back adc j.HK. If you expect a reversal, you can even just stop a sandwich combo and do a late nom + block, which can punish some reversals into safe DHCs, since nom keeps going even when you block.
 
File this under tricks I guess, but H Fiber Upper has some interesting interactions with various supers. Both characters get hit when it's used against Sonic Jazz (Fortune takes more damage) despite that move's armor; not sure if that's of any practical value. A lot of them flat out lose (enemy only takes damage), but the more interesting interactions are the ones that harmlessly whiff. If it's timed correctly, 5th of Dismember, Scalpels, Swag Wagon, and Sniper Shot all harmlessly pass through Fortune (a few times I even hit Val on air scalpels), which means you can survive them on your last sliver of health. Sniper Shot's timing was actually pretty easy once I figured it out, easy enough that I think it could actually be a done in matches instead of just as a parlor trick.
 
Not sure if this is ever going to be a relevant chain but you can do lk fiber, j.mp, j.hk, ad s.lp. Seeing as there is no hp involved you can use this reset regardless of head status which is always nice. Works (as intended) on everyone other than double because she's heavy as fuck, and you get a tick throw on BB because lord knows we needed more ways to reset that guy.

It restands before the otg and j.hk does a lot of damage. It works midscreen and with practice is able to be done consistently, if you're having trouble make sure the j.mp and the ad timing are good, you have to delay the j.mp just a hair and you want to ad as soon as possible. Another benefit is that it has a weird effect on the camera, normally when you do a j.hk the camera follows the opponent and moves downward in a consistent direction, but if you halt the descent with s.lp the camera goes back to focusing on both of you and it appears as if the camera jerks back towards the middle, this puts you in a position to confuse your opponent's eyes and make the uneasy (also the fact that you do j.hk and then do s.lp with absolutely no transition frames it just looks weird so unless they know its coming just make a read on their default defense and you're probably good), and hey you just recaptured with a s.lp you can do a ton of stuff with that. Aside from the immediate grab on BB (sadly none of the other character are thick enough) you are open to do cr.lk, walk for a tenth of a second then grab, but my favorite is cancelling s.lp into lk fiber. The reason that I like this so much is that it takes advantage of the rapid camera movement towards misfortune, it abuses the fact that it looks like the two characters are coming together much faster than they are, allowing you to fake a commitment to a lk fiber cross up and then dash back for the same side air normal. The trajectory of the jump looks pretty confusing while fortune moves during the camera jerk so your opponent might react to the cross up much more strongly. Or you can just do the cross up which is still really nice because you can convert off of j.lp xx lk axe kick really easily so its fast. If you do decide to use the fiber you should be aware that it gives them anywhere from 8 to 15 frames to do something so if they mash supers or a fast button that has a vertical hitbox this reset just gets blown up. You can chain the s.lp into another normal if you want to have a frame advantage but it loses the shock value and gets rid of the novelty of the reset setup.

I might be biased tho because any thing that uses the air dash ground cancel is my favorite thing ever. Also restands from j.hk are cool.


edit: oh and you assholes should start using lk fiber j.lp j.lk j.mp because you can do every single reset ever from that position...
 
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Some of these are probably questionable but they seem to work so I dunno.
 
Here's some 90% useless resets

It's easiest to do in the corner because head positioning but then you lose options like crossunder and the like.

I only say they're useless because they'd be pretty difficult to set up midscreen.

I like the crossunder airthrow because it leads into itself again if done correctly.

All of these should work on everybody except for big band.
 
I think more people should go for fuzzy resets. I REALLY like lk fiber j.hp ad delay j.hk. If it hits them, great free combo. If not, they just blocked high and you can do any fuzzy setup.

One thing that I found works on Squigly (probably other characters, no clue though), is that if you do a neutral jump j.lk ad j.lk, you hit overhead both times on the same side, and then land on that side. If you do forward jump j.lk ad j.lk (about as quick), you hit overhead twice on the same side, then land on the opposite side. If you you do jump forward j.lk ad j.lk (SLIGHTLY slower) you hit over head once first side, overhead once second side, and then land second side (this variant is possible from a neutral jump, but is a fair bit slower as you spend more time in air dash animation. Another way you can mix it up, is do either neutral or forward jump (decides which side you want to hit on) j.lk ad throw and go for a low immediately upon landing. If this is just a bug with crossover detection, I may or may not be slightly upset ;p
 
Nothing comes to mind, at what point do you break IPS?

I break it during the HK Fiber Upper after zoom. It breaks with any version of Fiber or sweep. I'll record myself doing the combo when I have time.
 
I break it during the HK Fiber Upper after zoom. It breaks with any version of Fiber or sweep. I'll record myself doing the combo when I have time.
May sound stupid, but are you actually doing the fiber out of a normal? Otherwise it would count as the first of a chain and trigger ips.
 
how's your timing? if you wait too long the fiber counts as raw.
 
I think for the first chain you're actually doing two separate chains; don't wait too long before chaining into s.HK. That's the only way I can imagine Fiber would break IPS, cause the first one should be in the first chain which is free.
 
I made an IPS trigger with a nom.
 
It looks funny but you can't combo after it because head counts as projectile.
 

It's a 50/50 on parasoul and eliza

It's a cross up on double and squigly

Doesn't work as a cross up against anyone else, but you can probably do axe kick instead of slide for a high low.
 
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It's a 50/50 on parasoul and eliza

It's a cross up on double and squigly

Doesn't work as a cross up against anyone else, but you can probably do axe kick instead of slide for a high low.

Man this is so dope. I still think HK Drill is one of Fortune's best assists, it compliments everything she does so perfectly both head on and off.
 
Mr twerkteam also made a good point when I showed him this, you can just do throw instead of jLP and you fall faster and I think has better positioning for the punish.

Would you use it? I dunno but it's there.
 
Mr twerkteam also made a good point when I showed him this, you can just do throw instead of jLP and you fall faster and I think has better positioning for the punish.

Would you use it? I dunno but it's there.

This is good because it also works with the max redizzy bait.
 
Found a meterless midscreen throw conversion. It's a bit tough, but not too hard. (I did it the first few times I tried and now have a hard time replicating it.)

throw~l. fiber~iad j.hp >s.lp > combo

I haven't developed a combo for it yet. Just thought I'd share since it's still a common factoid thrown around that Fortune doesn't have a meterless throw conversion with her head on. The timing is real strict, you have to cancel throw into dp as soon as possible and air dash as soon as possible.


edit: of course it doesn't work on Cerebella and Double...fattie mcfat fats
edit: so far I've succeeded on Peacock, Fortune, Valentine, Squigly, and Fillia/Fukua. It will not work on anybody as heavy or heavier than Parasoul.

If you have trouble with the timing, then use slow motion until you can get it. I had to practice it at 50% and work up to normal to get it more consistently and that's how I confirmed the weight classes it works on.

On Big Band you cancel throw straight into fiber loops for 7.5k 5.77k damage without using your OTG.

throw~l. fiber > j.hp~adc~j.hp. m el gato >cr.mp >s.mk > s.hk > l. fiber > j.lk > j.hp >m el gato > micro dash s.lpx2> s.lk> s.mp > s.mk > s.hp > rekka > super
 
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That's pretty cool, I didn't think you would have time for that

but anyway, for 5.5k you can do:

grab, L fiber whiff, iad j.hp,
s.lk, s.hk(2), L fiber,
j.lk, j.hp, M el gato,
s.mk, s.hk, L fiber,
j.lp, j.mp,
dash, s.lpx2, s.lk, s.mp, s.mk, s.hp, H rekkax3, super
 
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Someone willing to record some tech I learned recently if I tell you it? lol

Basically we all underestimate the hitstun we get from M Axe Kick. You can essentially combo in an Axe Kick loop (or axe kick loop "Fakie" safe burst bait) or perform a crossup that can combo or not. I even figured out we can get j HK (from the M Axe Kick restand combo L Fiber > j Hp > j HP > M Axe Kick) to cross up on certain characters and yet again decide for ourselves if we want it to combo or not. I haven't experimented too much with this but i'll do so when I get some free time.
 
I've updated the info about head on throw conversions midscreen.
 
Here's are variations of a basic reset:


Will anyone use them? I dunno. You're like +5 to +6 IIRC so yeah figure other things out or something.

I'm also fairly confident you can do crossup jLP too if you're feeling wild.

Also something dumb:


Doesn't work on BB or characters shorter than Filia or Squigly. Timings are different use at your own risk. That's why it's dumb.
 
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