Viro Veteruscy
SnM
The only things I miss with Fortune (currently) is the bounce from her Cat Spike and her LP combo extension from her ground Super. But these changes just means I need to actually learn her >w<
Good News: I've made a combo from this, negative edging, and the ol' cr.HK(1)>DA>Cat Scratch M>Cat Scratch Fever
Bad News: Can't keep away from the negatives, so FUN
*head in corner*
cr.lk, st.mk, st.hk, IAD j.mp,lk axekick,st.lp(1),st.mp, st.mk while holding HP, Cat Scratch M, release HP for Headbutt after a slight pause,st.lk,st.mp,st.mk,cr.hk(1),Cat Scratch M> You Go Girl
Does about 6-6.2 k
That would actually be pretty nice.
Head-on? Can you give an example if so?
there's something weird with that adc j.hp, DDB also said he managed to combo into cat spike from it.
He's doing hk axe kick after j.hp, it shouldn't link.
Oh! Missed that bit... Um, wow. Yeah, that shouldn't be a thing.
lk fiber > j.hp > hk axekick is actually pretty easy to get in the corner on light characters, but the most I got was 9.4k with a pretty hard combo and doesn't seen to allow crazy resets so I don't see a problem in keeping it there.Oh right, I forgot that people don't know...
If you land on the last frame of your hitstun there is one extra frame of hitstun because there's always a landing frame of it.
So yes, you can do HK axekick or Spike after j.HP if you are frame-perfect, but it's not something I would rely on.
I could also fix it. :^P
That discussion goes here: http://skullgirls.com/forums/index.php?threads/fortune-technology-resets-mixups-etc.181/
Who did you test this on? I can't get the combo to work vs Fortune, Peacock, and Painwheel midscreen. (Drops at the first axe kick unless I use an OTG)
That's because you started from a light straight into a launcher. Do the combo I posted going from cr.LK straight to cr.HP and you'll see it does more damage.
Axe kick hitbox isn't large enough, it seems. That's why I always do j.HP > ADC > j.LK > j.HP in my first air chain from a launcher instead of j.HP > ADC > j.HP.
Include your starter so your damage numbers are less misleading. Also, axe kick into cr.HP is like a 1 frame link, 2 at best. O_o
cr.LK > st.MK (2) > cr.HP > j.HP > ADC > j.HP > MK Axe kick > cr.MK > cr.HP > j.MP > j.MK > MK axe kick > st.LP x2 > st.MK > st.HP > Rekkas > Super...
does 7188 damage. You're better off just doing this, though:
The j.MP or j.MK.