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Fortune General: The Pungeon Master

Yo I'm switching back to Ms. Fortune 'cause @dapurplesharpie told me, "Just do what feels right man."
She's right, I don't know why I ever changed. Nadia just feels natural to me.
 
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@Mike_Z Just noticed that the Cat Strike follow-up to Cat Scratch Fever is not mentioned in her movelist.

Just thought I should let you know.
 
Didn't post this in the combo thread because I didn't really try optimizing them or seeing who all they did/didn't work on. And this is kinda important for headless Fortune since with combos like these, she isn't as much of a meter hog.

This tech has existed since vanilla is the sad part.
 
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Didn't post this in the combo thread because I didn't really try optimizing them or seeing who all they did/didn't work on. And this is kinda important for headless Fortune since with combos like these, she isn't as much of a meter hog.

This tech has existed since vanilla is the sad part.
Pretty cool combos
 
Has anyone put togethere a fortune guide?
 
Khaos made one. SkippyMcYay made one.

Khaos' is a bit outdated now but still useful and Skippy's is more about headless combos and set ups.
 
I've been making an effort to use head stuff more and that has revealed to me one of the problems I have as headless.

When I want to do something like nom, I look at the head and do the motion based on which direction the head is facing, so when the head is behind the other player I mess up and do it backwards. Does anyone else run into this?

I generally use the direction a character's head is facing to determine which way to do the motion, like doing sneeze after feral edge or bypass > scalpels.

I think it would make it way easier if you could do the motions for head specials in either direction but I'll probably just make more of an effort to not suck.
 
Huh? Do you have a vid showing it?


Posted it here because because it's not a combo it's more like tech really. You can just sweep fiber to the whole cast but I prefer this for big band since it's safe if it doesn't work.
 
Yea I think that's fine lol. I need to find an application for that now hmm..
 
I've been playing around as Fortune (especially against Marie), and her j.HK seems to be ridiculously useful.

I mean seriously, it has a giant attackbox. You could hit someone just about anywhere with that. I'm pretty sure it hit me on the other side of the screen.
 
I imagine you Fortune players have noticed that they've replaced her old "Wheel of Fortune" lines when Kimlihn came in to record new dialogue for the DLC characters, but I found it pretty interesting.
 
I've been playing around as Fortune (especially against Marie), and her j.HK seems to be ridiculously useful.

I mean seriously, it has a giant attackbox. You could hit someone just about anywhere with that. I'm pretty sure it hit me on the other side of the screen.
Can't convert off it head on (even head off it's difficult) and while yea it's nice that it does beat a few air attacks it's useless for getting in or even try to go against most other good air attacks other characters since it's vulnerable. (low priority)
 
Can't convert off it head on (even head off it's difficult) and while yea it's nice that it does beat a few air attacks it's useless for getting in or even try to go against most other good air attacks other characters since it's vulnerable. (low priority)

I was playing on Hard (granted, not Nightmare, but still) and found I could catch the computer out a lot by jumping towards them with it. That may just have been luck, but that's still what I found when I used it. Good air characters, yeah, definitely a fair point - I didn't find it much good against Marie, for one.
 
I was playing on Hard (granted, not Nightmare, but still) and found I could catch the computer out a lot by jumping towards them with it. That may just have been luck, but that's still what I found when I used it. Good air characters, yeah, definitely a fair point - I didn't find it much good against Marie, for one.
Sorry, but honestly the AI (besides Marie and even she's pretty easy on nightmare) is pretty easy in this game. Try using j HK on people online.
 
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Oh yeah, I daren't play online. I don't combo well so I feel like if I play online I'll just get beaten constantly. I can beat Nightmare opponents... at w:l ratio of 1:5.
 
I like that all of Eliza's normals aren't disjointed which make forcing her to fall into nom while you block really amazing the head also scares eliza from becoming sekhmet if placed properly but I haven't played too many good eliza's so take that with a grain of salt.
 
Head off gives you and option to counter Sekhmet with omnomnom. I prefer head on vs Eliza though mainly because your head is really prone to get hit in Eliza's super long combos and that's getting smacked with 1.5x damage. You also lose invincible frame moves. Then again, I haven't messed with the changes too much at my friend's house so I'm speaking purely from the console version that we have now.
 
I think headless is good against Eliza, because of nom and the ability to snap sek basically anytime you want.
 
Are there any good Fortune match videos to watch? I feel like I need to get a general idea of what the character is trying to do in a match like when/where to reset and whats the optimal thing to do in any given situation.
 
Fortune players are almost never on stream or anything sooooooooo.

There are videos of khaos playing however:
https://www.youtube.com/user/KhaosMuffins/videos
Keep in mind these are always done in beta and some things may not apply in retail.

I think there's also the brazilbats but I'm unsure if caio is using fortune during those.

There's also the combo and tech thread which is in here and you should check that out.
 
I think there's also the brazilbats but I'm unsure if caio is using fortune during those.
I rarely use fortune there actually, we have some players that are not very experienced so I usually just play whatever until the later rounds if I change at all, but I've been trying to stream a bit lately
 
Thanks a lot. Those matches showed me a lot of what I needed to know like what sort of routes I should be going into with any given hit and that I should be using El Gato a lot more liberally because as it stands I never used it out side of combos.

Also can somebody explain fast fall to me please. I saw a reset video that talked about using it but it didn't explain what it was or how to do it.
 
You cancel the first hit of j.mk into either j.hk or j.hp, that will prevent the momentum change that the move normally has and will make you land before your opponent allowing for very good mixup options.
 
I wanted to buckle down on my Fort/Dbl/BB (H Fiber/M Butt/L Extend) team and actually spend time learning it so I post here for some questions. Hi @CaioLugon .

1. Currently I'm thinking of learning Fortune's head on neutral (and eventually move on to headless but headless is a bit of a pain to learn and I want to be able to play head on if I play people who know how to neutralise headless stuff such people don't exist but I want to be able to play head on for them anyway because I'd like to know the character to its fullest potential). Does head-on neutral allow for a more neutral approach to neutral? I'd imagine I can just sit back and jab a little here and there but eventually I just want my opponent to open themselves up to me and I don't have to chase people (not that I don't want to do that in the long run but I'm just looking for different strategies I can implement). Basically how good is head on Fortune as far as getting people to open themselves up is concerned is my question.
2. Is there a basic reset flowchart of sorts around here that details damage and reset focused routes off of different resets, somewhat similar to what I did for my Filia combo here?
index.php
It's a bit of a pain to try and find that stuff on my own, especially because I want to spend time in training mode learning other stuff like neutral situations etc. Currently I'm using Fiber loop combos because they don't use up OTG because they're easy to confirm from most ranges and do ok damage.
3. Considering Fortune's far reaching c.LK, good ranged j.LK and IAD j.LK, and a bad ranged throw, is Fortune's mixup supposed to be at the tip range of c.LK and IAD j.LK, or is her throw good enough where that isn't that big of a factor?
 
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Anybody got any tips on how to use more meter? I hate the feeling of ending games with 4+ bars but I find that as Fortune there really isn't ever a reason to use meter. I know that Fortune is meant to be a battery, but I literally don't know what to do with the meter. As Peacock, you can convert any stray projectile into argus, or just argus for chip, but I have no clue what to spend Fortune's with. Should I snap in their anchor more? Mash out feral edge? I don't really like either of them, as I find it's better to straight up kill the point character, and I think the only feeling I hate more than ending a game with 5 bars is losing a character because of a bad mash.

Might sound a bit dumb, but I'm considering using Eliza mp assist just so it doesn't feel like my meter is wasted every single game that I play.
 
When I have 5 bars I just do lv1 > dhc into lv3 > dhc into lv3 and people usually die. For headless she can use meter pretty easily on feral edges to position the head or just get more damage.

A thing I like to do when people try to zone me out is fullscreen H fiber > lv3, it works pretty often, but it's super easy to punish and pretty gimmicky overall. And for head-on a gimmick, if you can catch the point and an assist with cat scratch fever you can cancel the last hit into head roll even if the point blocks the super and you end up safe and often opens the point as most people don't expect it, but they can pbgc or punish with a throw if they know about it.

In general you can just do an early cat scratch fever if you have your otg as it gives a sliding knockdown and carries pretty far.
 
you can cancel the last hit into head roll even if the point blocks the super and you end up safe and often opens the point as most people don't expect it, but they can pbgc or punish with a throw if they know about it.
Neither of those is necessary, you can just jab

Re: Previous Question
- If you aren't only left with Fortune, then keep your Bar for things such as Lv1 DHC Lv3, or your 2nd char to use the bar in general (both Robo and Bella on your team will be very happy for every bit of meter), or ACs, or w/e
- If you are left with just Fortune, there are several things you can do with Meter:
1) Obviously Reversal
2) Countersuper (reset Filia in the Air, she Gregors, you can now Feral Edge)
3) Land actual Combos out of Throw (via whiff L.Fiber xx Feral) and high Airthrow (via Feral)
4) Ministring xx Lvl3, OTG into further combo is a rather damaging starter when you have meter and the opponent cornered
5) In general dumping Meter in combos does add some damage, eg instead of your default combo you can do some string xx Feral-Sneeze-pickup, push towards the corner, ender xx Lvl3, then OTG with CSF for a 5 bar combo that got some significant damage numbers?

And yeah, Snaps are pretty good
 
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Oh, that's true, I thought it also had the hit invulnerability from the regular head toss, my bad, but still works as a gimmick.
 
snaps are pretty good.

If you want to use/waste meter you can also snap fortune's head to discourage people from mashing on incoming, it can also get pretty confusing to block sometimes. I like to snap the head every once in a while against someone throwing out normals at the other side of the screen diagonally to you, if you hit you get a combo which is pretty cool I guess. If they block it you head is still pretty close to them.

I guess its pretty important to know where the head's gonna go when you snap it, cause when you launch it first it'll go straight to the top corner away from you and bounce back behind you, it'll hit two walls on the other hand if you just just snap regularly. The first one is kinda useful for people that are higher up but I don't really recommend it.

Basically snapping the head is almost a waste a meter but its a nice thing to use every once in a while.
 
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