KomodoSwagDragon
Member
- Joined
- Jan 2, 2022
- Messages
- 10
- Reaction score
- 25
- Points
- 13
- Steam
- KomodoSwagDragon
Ms. Fortune General Thoughts:
I personally don't think I should be able to compete with head on only which might be a controversial topic for some fortune players. It would require a lot of work to her which probably won't happen in this balance cycle but is where I personally believe fortune should be at to be a healthy character.
Damage:
I think her headless damage doing slightly less than her head on combos is probably fair for how many more setups and pressure sequences i get while headless. I'm rather indifferent to the damage nerfs outside of decap attack not doing 100 per hit because of how headless combos scale incredibly quickly. I probably wouldn't go over 200 (getting to practically TOD characters in the corner was also a little corny even if it showed only in hyper specific situations.) The max undizzy damage nerf really changed the playstyle of headless in the corner as well to something that is probably a lot healthier for the game.
Metergain:
I think her metergain is at a great point at the current moment in the beta cycle as I basically require getting a good hit with my assist available in order to two touch the opponent from roundstart conditions (which is where i think almost everyone in the game should be outside of maybe Beo. I had a lot of fun abusing fortune annie while it lasted but sayonara it was annoying as hell to fight.)
It think there is probably some middle ground where cat scratch is allowed to build slightly more meter than the current beta build but the meter gain on DP is reduced in exchange but the amount of meter she builds right now seems perfect.
Fiber Upper:
Not having a dp in headless sucks but it honestly does not come up that often in my matches (getting caught in headless should be difficult for fortune to deal with). I also don't really mind losing the throw invlun on head on either. The startup to jump is quite jarring playing fortune but it helps a lot when it comes to calling out the move in neutral (especially roundstart situations). It will pretty much always be strong to just get into the air above the opponent but hopefully this allows people to react to what is happening and stop it from being so oppressive.
*Potentially we can have the old speed back on headless due to the loss of invlun and the extra time it takes already when hitting the head.
Cat Strike:
This move feels like it actually works way more although I have had some situations where I feel like it might have started the combo at stage 1 which is definitely not intended. (I did not have replay enabled when this occured so I can't verify)
j.Lk:
I think the current beta iteration is good. But not being able to crossup the opponent in headless with either j.lk or j.lp sucks though (maybe i just have to get better at hitting with the head on the frames I iad over the opponent? which is rather difficult to do consistently).
*I personally think j.lk should be the button you press when IAD'ing from afar and j.lp should be the dedicated overhead button up close. Similar to how filia presses IAD j.lp when at max IAD range and j.lk up close.
st.Lp:
People did not complain about this button enough (it was very ignorant tbh) the change is very reasonable.
Headless Head:
- Sneeze:
Sneeze is quite strong and probably should lockout for longer than retail and seems fair in current beta build.
- Lockout on opponent non-projectile hit:
The lockout of 60 felt really long when the opponent just hit the head with a cr.lk and then ran at me but seemed more correct when the opponent hit it with a heavy. Potentially the lockout could be longer depending on the strength of the move used to hit the head? something like 35/45/55 for l/m/h?
- omnomnom:
fair enough
- cr.Lk loops:
Were fun to execute but artificially buffed her damage against lighter characters and made resets really ambiguous during them. As much as i thought they were cool, they gotta go.
I personally don't think I should be able to compete with head on only which might be a controversial topic for some fortune players. It would require a lot of work to her which probably won't happen in this balance cycle but is where I personally believe fortune should be at to be a healthy character.
Damage:
I think her headless damage doing slightly less than her head on combos is probably fair for how many more setups and pressure sequences i get while headless. I'm rather indifferent to the damage nerfs outside of decap attack not doing 100 per hit because of how headless combos scale incredibly quickly. I probably wouldn't go over 200 (getting to practically TOD characters in the corner was also a little corny even if it showed only in hyper specific situations.) The max undizzy damage nerf really changed the playstyle of headless in the corner as well to something that is probably a lot healthier for the game.
Metergain:
I think her metergain is at a great point at the current moment in the beta cycle as I basically require getting a good hit with my assist available in order to two touch the opponent from roundstart conditions (which is where i think almost everyone in the game should be outside of maybe Beo. I had a lot of fun abusing fortune annie while it lasted but sayonara it was annoying as hell to fight.)
It think there is probably some middle ground where cat scratch is allowed to build slightly more meter than the current beta build but the meter gain on DP is reduced in exchange but the amount of meter she builds right now seems perfect.
Fiber Upper:
Not having a dp in headless sucks but it honestly does not come up that often in my matches (getting caught in headless should be difficult for fortune to deal with). I also don't really mind losing the throw invlun on head on either. The startup to jump is quite jarring playing fortune but it helps a lot when it comes to calling out the move in neutral (especially roundstart situations). It will pretty much always be strong to just get into the air above the opponent but hopefully this allows people to react to what is happening and stop it from being so oppressive.
*Potentially we can have the old speed back on headless due to the loss of invlun and the extra time it takes already when hitting the head.
Cat Strike:
This move feels like it actually works way more although I have had some situations where I feel like it might have started the combo at stage 1 which is definitely not intended. (I did not have replay enabled when this occured so I can't verify)
j.Lk:
I think the current beta iteration is good. But not being able to crossup the opponent in headless with either j.lk or j.lp sucks though (maybe i just have to get better at hitting with the head on the frames I iad over the opponent? which is rather difficult to do consistently).
*I personally think j.lk should be the button you press when IAD'ing from afar and j.lp should be the dedicated overhead button up close. Similar to how filia presses IAD j.lp when at max IAD range and j.lk up close.
st.Lp:
People did not complain about this button enough (it was very ignorant tbh) the change is very reasonable.
Headless Head:
- Sneeze:
Sneeze is quite strong and probably should lockout for longer than retail and seems fair in current beta build.
- Lockout on opponent non-projectile hit:
The lockout of 60 felt really long when the opponent just hit the head with a cr.lk and then ran at me but seemed more correct when the opponent hit it with a heavy. Potentially the lockout could be longer depending on the strength of the move used to hit the head? something like 35/45/55 for l/m/h?
- omnomnom:
fair enough
- cr.Lk loops:
Were fun to execute but artificially buffed her damage against lighter characters and made resets really ambiguous during them. As much as i thought they were cool, they gotta go.