- Joined
- Sep 3, 2013
- Messages
- 522
- Reaction score
- 484
- Points
- 63
- Age
- 30
- Location
- Europe (UK)
- Steam
- DixiE
- PSN
- DARKNESSxEAGLE
These are dangerous waters I'm sailing on here, but I'm getting quite annoyed with some of Fortune's features. Before someone derails the thread into "you're just salty over losing" it should be noted that I've played Fortune since I got the game nearly 2 years ago, and I may not be a complete expert but I've played her enough to be aware of ins and outs. She's definitely not as bad as in SDE anymore, but as soon as the head comes off (or is coming off) things start to get a bit ridiculous. Let me make this simple and just list what's wrong with her:
NUMBER 1 - BEHEADED
For a move that gives the player the huge advantage of having the head out it sure is easy to get bonuses off of. If that video isn't enough for you then I encourage you to use Fortune for a couple of matches and use Beheaded as a reversal or even just dash up and throw one out. The only way to avoid and punish Beheaded is to jump or to perform a throw on reaction, otherwise you are going to be either under pressure or taking damage. Also look at that range! Geez man, dash forward a little and throw the head out to get a hit on Peacock or stick her in block, zoning Parasouls don't get ground bombs so for them it's even worse.
I would say that beheaded doesn't really need any invulnerability at all, but I can imagine this wouldn't go down well with many people, so let's start with removing just the grab invulnerability. If you want grab invulnerability use your HK Fiber Upper. I think stagger is fine, but the hit invulnerability window either needs to be decreased, or the frame advantage on block needs to be removed; there's no reason that this move should favor you if they block it successfully. Possibly remove the ability to cancel into a super before the head is actually fully removed too. Seems like a drastic set of changes but this move should really not be as good as it is since you get the advantage of having the head off anyway.
NUMBER 2 - PROS/CONS OF HEADLESSNESS
As number 1 shows, removing the head is an exceptionally simple process with little cost; even if they do jump and punish it the head is still out and too far away for them to net the extra damage from. But anyway, let's go down the list of pros and cons of having the head out:
Pros
Other additions to the con list will be added throughout this post.
NUMBER 3 - SAFETY
The head's off, you're stuck blocking, they finish up with s.HP. "A free punish!" you think, and to avoid anything dangerous you go for a feisty s.LP only to find yourself with a searing pain in your leg. That's right, you've just been hit by OmNomNom, you wish you had blocked that. Next time around you do block it, but then you can't stop blocking, they've got you trapped in a simple loop of A->B->C->OmNomNom->Dash->A->B->C->OmNomNom->Dash, after a few iterations of this you decide it's time to pushblock, so you do so only to get hit by the unmoving head keeping you in block long enough for Fortune to close any distance you might have made. What do you do now? You can attempt another pushblock while the head's in its tiny cooldown at the risk of backdashing and getting hit or you can continue blocking and let the cycle repeat. If only you where Filia or Bella, then you could just mash out a super and thrive off of hitstop's benefits, too bad you were more interested in the sexy legs of Parasoul. That's it, the only hope now is Napalm Pillar. You use it as your pushblock animation finishes, but they've obviously seen this move many times before and blocked it effortlessly for a free punish.
Obviously this story is tailored with exaggeration to suit my point, but that doesn't mean you should disregard everything there. Pretty much any normal Fortune has, as well as most of her specials (or all, if you include the times the head is nearby) can be made safe by just throwing out a slide or OmNomNom. What's worse is that the cooldown on a blocked OmNomNom (the second largest cooldown on the head, next to slide->OmNomNom's cooldown) is short enough that Fortune can s.LK->s.MK->c.HK->OmNomNom repeatedly, making your only option a pushblock, however this only gets rid of the body; the head is still nearby.
My 2 alternatives that I would propose here are to increase cooldown on OmNomNom and Slide, or decrease blockstun on OmNomNom and Slide. To be honest though, I'd have a considerably smaller issue with the safety of the head if it weren't for all its other advantages, so this is a very low priority change in my eyes.
NUMBER 4 - MINDLESS
We've all used Filia at one point or another, we all know what it's like to mindlessly do stuff and succeed for it. Well, as soon as someone gets in the habit of accompanying everything they do with a slide, omnomnom, or both, playing as Fortune against other players of the same skill level suddenly becomes incredibly easy. No thought is required, just run up, use slide or omnomnom to get them in blockstun or punish whatever response they have to you dashing and then proceed with pressure or damage. The head's range at the moment is insane, you pretty much never have to worry about where it is unless you're against a zoner, even then it's only a boolean calculation through your head to determine which side of the screen the head needs to be on. My proposal for the way to fix this comes in part 6.
NUMBER 5 - TAKING ADVANTAGE OF A DISADVANTAGE IS DISADVANTAGEOUSHitting the head is supposed to give the attacker and advantage. At least, I hope it was meant for that. Unfortunately, it doesn't quite do that. First off the only universally safe moves to use against the head are crouching light kicks. I believe Parasoul can use j.HP and there are probably other such alternatives for a few characters, but I don't believe that one of the potential solutions to dealing with a zoning Fortune should be as risky as it is. I would like to see the stun the head takes on hit increased, so that players can safely hit the head with more damaging moves without having to commit to a chain. On top of this, hitting the head gives Fortune the opportunity to get in, and when that happens there are few options for the opponent without having to worry about the head. Increasing hitstun on the head would mean they'd only have to focus on dealing with Fortune as she comes in from her most advantageous position, which I believe contributes to balance out the pros:cons ratio a significant chunk more.
NUMBER 6 - HEAD SPACEThis is my absolute biggest gripe with the head. There is no need to position it in any particular way as it will always be able to contribute pressure or extend combos when outside of the corner. The screen dragging the head with it means there is never a time when the enemy can feel secure (unless they're Peacock and the head is on the opposite side of the screen). I imagine changing this wouldn't go down well at all though so instead of focusing on that, how about the range of the slides. KhaosMuffins has already said before when I've made this point that reducing the range of the slide would break combos, so my alternative would be to compensate for the lost range with the ability to make the head walk. Something like hold HP and move point in the direction you want the head to move. It could even be something like a passive version of calling back the head, so simply hold HP and the head will walk towards Fortune. This would mean you could call the head to a specific point while doing your air chain, settle for 5HP to keep cooldown low, use airsuper and then use the now shortened slide to continue your combo. This keeps combos the same length, but makes positioning the head more important and using it in general more fair.
TL;DR
Fortune 2cheap, please fix:
- Beheaded
- Huge bonus for removing the head with very little cost for doing so
- Head can make pretty much everything safe
- Head requires virtually no thought to use efficiently at an early intermediate level
- Hitting the head is incredibly risky for the opponent and doesn't carry a big enough bonus
- Spacing the head should be important but is not/Head follows screen/Slide has huge range which can be extended with OmNomNom
NUMBER 1 - BEHEADED
I would say that beheaded doesn't really need any invulnerability at all, but I can imagine this wouldn't go down well with many people, so let's start with removing just the grab invulnerability. If you want grab invulnerability use your HK Fiber Upper. I think stagger is fine, but the hit invulnerability window either needs to be decreased, or the frame advantage on block needs to be removed; there's no reason that this move should favor you if they block it successfully. Possibly remove the ability to cancel into a super before the head is actually fully removed too. Seems like a drastic set of changes but this move should really not be as good as it is since you get the advantage of having the head off anyway.
NUMBER 2 - PROS/CONS OF HEADLESSNESS
As number 1 shows, removing the head is an exceptionally simple process with little cost; even if they do jump and punish it the head is still out and too far away for them to net the extra damage from. But anyway, let's go down the list of pros and cons of having the head out:
Pros
- Fullscreen pressure
- Eternal blockstrings until they pushblock, even then pressure can still be kept on because OmNomNom blockstun is dumb
- Stops several supers from hitting Fortune (Parasoul's bikes, Gregor, Swag Wagon)
- Make most things safe
- Extend combos
- Absolute intimidation against anyone with average air mobility, especially since it follows the screen
- No HP moves
- Can get hit
- Big damage if both Fortune and the head are caught together
Other additions to the con list will be added throughout this post.
NUMBER 3 - SAFETY
The head's off, you're stuck blocking, they finish up with s.HP. "A free punish!" you think, and to avoid anything dangerous you go for a feisty s.LP only to find yourself with a searing pain in your leg. That's right, you've just been hit by OmNomNom, you wish you had blocked that. Next time around you do block it, but then you can't stop blocking, they've got you trapped in a simple loop of A->B->C->OmNomNom->Dash->A->B->C->OmNomNom->Dash, after a few iterations of this you decide it's time to pushblock, so you do so only to get hit by the unmoving head keeping you in block long enough for Fortune to close any distance you might have made. What do you do now? You can attempt another pushblock while the head's in its tiny cooldown at the risk of backdashing and getting hit or you can continue blocking and let the cycle repeat. If only you where Filia or Bella, then you could just mash out a super and thrive off of hitstop's benefits, too bad you were more interested in the sexy legs of Parasoul. That's it, the only hope now is Napalm Pillar. You use it as your pushblock animation finishes, but they've obviously seen this move many times before and blocked it effortlessly for a free punish.
Obviously this story is tailored with exaggeration to suit my point, but that doesn't mean you should disregard everything there. Pretty much any normal Fortune has, as well as most of her specials (or all, if you include the times the head is nearby) can be made safe by just throwing out a slide or OmNomNom. What's worse is that the cooldown on a blocked OmNomNom (the second largest cooldown on the head, next to slide->OmNomNom's cooldown) is short enough that Fortune can s.LK->s.MK->c.HK->OmNomNom repeatedly, making your only option a pushblock, however this only gets rid of the body; the head is still nearby.
My 2 alternatives that I would propose here are to increase cooldown on OmNomNom and Slide, or decrease blockstun on OmNomNom and Slide. To be honest though, I'd have a considerably smaller issue with the safety of the head if it weren't for all its other advantages, so this is a very low priority change in my eyes.
NUMBER 4 - MINDLESS
We've all used Filia at one point or another, we all know what it's like to mindlessly do stuff and succeed for it. Well, as soon as someone gets in the habit of accompanying everything they do with a slide, omnomnom, or both, playing as Fortune against other players of the same skill level suddenly becomes incredibly easy. No thought is required, just run up, use slide or omnomnom to get them in blockstun or punish whatever response they have to you dashing and then proceed with pressure or damage. The head's range at the moment is insane, you pretty much never have to worry about where it is unless you're against a zoner, even then it's only a boolean calculation through your head to determine which side of the screen the head needs to be on. My proposal for the way to fix this comes in part 6.
NUMBER 5 - TAKING ADVANTAGE OF A DISADVANTAGE IS DISADVANTAGEOUSHitting the head is supposed to give the attacker and advantage. At least, I hope it was meant for that. Unfortunately, it doesn't quite do that. First off the only universally safe moves to use against the head are crouching light kicks. I believe Parasoul can use j.HP and there are probably other such alternatives for a few characters, but I don't believe that one of the potential solutions to dealing with a zoning Fortune should be as risky as it is. I would like to see the stun the head takes on hit increased, so that players can safely hit the head with more damaging moves without having to commit to a chain. On top of this, hitting the head gives Fortune the opportunity to get in, and when that happens there are few options for the opponent without having to worry about the head. Increasing hitstun on the head would mean they'd only have to focus on dealing with Fortune as she comes in from her most advantageous position, which I believe contributes to balance out the pros:cons ratio a significant chunk more.
NUMBER 6 - HEAD SPACEThis is my absolute biggest gripe with the head. There is no need to position it in any particular way as it will always be able to contribute pressure or extend combos when outside of the corner. The screen dragging the head with it means there is never a time when the enemy can feel secure (unless they're Peacock and the head is on the opposite side of the screen). I imagine changing this wouldn't go down well at all though so instead of focusing on that, how about the range of the slides. KhaosMuffins has already said before when I've made this point that reducing the range of the slide would break combos, so my alternative would be to compensate for the lost range with the ability to make the head walk. Something like hold HP and move point in the direction you want the head to move. It could even be something like a passive version of calling back the head, so simply hold HP and the head will walk towards Fortune. This would mean you could call the head to a specific point while doing your air chain, settle for 5HP to keep cooldown low, use airsuper and then use the now shortened slide to continue your combo. This keeps combos the same length, but makes positioning the head more important and using it in general more fair.
TL;DR
Fortune 2cheap, please fix:
- Increase Omnomnom cooldown
- Increase stun when head is hit
- Fix that thing where some supers get stopped by just hitting the head and not Fortune herself
- Fix beheaded (see video)
- Reduce slide range in exchange for some kind of walking ability that can be done while attacking with the body