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Ms. Fortune Compendium

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CaioLugon

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The Ms. Fortune Compendium! Everything you need to know about Ms. Fortune gathered in one place!
by @KhaosMuffins
(combos are outdated)


by @Elda Taluda


by @SkippyMcYay
One of Ms. Fortune's main characteristics is the fact she can play either with her head attached to her body, or she can toss it out and use it as a neutral game, pressure and combo tool in exchange for a few of her normals.

Head-on: Head-on Fortune is a very strong character overall, she has very easy and damaging combos and can convert really well off most situations, has very strong mobility, resets, and many defensive options at all times but she struggles a lot with characters that can get above her as she doesn't have any particularly effective ways to hit them or anti-air. Very heavy rushdown playstyle.

Headless: Has most of the same tools head-on has access to, but is also a puppet character. Very strong solo pressure with the head but will often require lots of resources in her combos in order to manage head positioning and do damage. The biggest trade-off for going headless is the loss of defensive options but it also allows for a ranged and more patient playstyle.

- Fortune loses all of her HP normals when headless, instead they become attacks with the head. Her s.mp and s.hk also change since the animations for them also use the head.

- The head takes 50% damage when hit by the opponent, so combos that hit both the body and the head will be very damaging and one of the biggest risks while headless.

- She can hit her own head and send it as a projectile towards the opponent. You don't take damage by hitting your own head.

- While headless, even though her head is no longer on her body, the hurtbox is still there.

- Cat Slide and Ground El Gato become specials that can be used by themselves so this becomes a great mixup tool when headless.

- She also loses the hit-invicibility on all versions of Fiber Upper when headless, but becomes able to do the jump follow-up if any of the hits connect.
Double snap: [OTG c.lk, launch, air dash, uncombo j.hk]xN

Midscreen assist kill(Head-on)
: [s.lp, s.mk, c.hp, j.mp, adc, j.lp, j.mp]xN, [s.lp, s.mk, c.hp, L Cat Scratch(whiff)]xN

Midscreen assist kill(Headless)
: [dash, s.lp, s.mp, s.mk, Headbutt]xN, [s.lp, s.mk, s.hk, j.mp, adc, j.lp, j.mp]xN, [s.lp, s.mk, s.hk, j.mp, adc, j.mp]xN (for val)

Head-on:

Beginner combos:

5194 dmg:

c.lk, s.mk, s.hp xx H Cat Scrath x2 xx Cat slide
dash, s.lp, s.lp, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

5322 dmg:
c.lk, s.mk, c.hp,
j.mp, j.mk xx M El Gato,
s.lp, s.lp, s.mp, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

~5300 dmg:
c.lk, s.mk, c.hp,
j.mk, j.hp xx M El Gato,
OTG c.lk, c.hp,
j.mp, j.mk, j.hp xx M El Gato xx Feral Edge.




Midscreen:

7263 dmg:
c.lk, s.mk, c.hp,
j.hp, adc, j.lk, j.hp xx M El Gato,
dash, c.mk, c.hp,
j.mp, j.mk, j.hp xx M El Gato,
dash, OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7228 dmg:
c.lk, s.mk, s.hk(1 hit) xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
M Cat Scratch x2 xx Cat slide,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6925 dmg:
c.lk, s.mk, s.hk xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
c.mp, s.mk, s.hk xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7186 dmg:
c.lk, s.mk, c.hp,
j.hp, adc, j.lk, j.hp xx M El Gato,
s.mk, s.hk xx L Fiber Upper,
j.lp, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7008 dmg:
c.lk, s.mk, c.hp,
j.hp, adc, j.lk, j.hp xx M El Gato,
c.mp, s.mk, s.hk xx L Fiber Upper,
j.mp, j.hp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6888 dmg:
c.lk, s.mk, s.hp xx H Cat Scratch x2 xx Cat slide,
OTG c.lk, s.hk(2 hits) xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.mk, s.hk xx L Fiber Upper,
j.lp, j.mp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6933 dmg:
c.lk, s.mk, s.hp xx H Cat Scratch x2 xx Cat slide,
OTG c.lk, s.hk(2 hits) xx L Fiber Upper,
air dash, j.hp xx M El Gato,
s.mk, s.hk xx L Fiber Upper,
j.lk, j.hp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.



Corner:

8228 dmg:
c.lk, s.mk, s.hp xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.mp, M Cat Scratch x3,
OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7542 dmg:
c.lk, s.mk, c.hp,
j.hp, adc, j.hp xx M El Gato,
c.mk, s.hp xx L Fiber Upper,
j.lk, j.hp, adc, j.mp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7983 dmg:
c.lk, s.mk, c.hp,
j.hp, adc, j.hp xx M El Gato,
c.mk, s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
L Cat Scratch x3,
OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7695 dmg:
c.lk, s.mk, s.hp xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
c.mp, c.mk, s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

8368 dmg:
c.lk, s.mk, s.hp xx L Fiber Upper,
air dash, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.mp, s.hp, H Cat Scratch x3,
OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.



H Fiber Upper conversions:

6293 dmg:
H Fiber Upper,
j.mp, j.mk xx M El Gato,
OTG c.lk, s.hk(2hits) xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6660 dmg:
H Fiber Upper,
j.mp, j.hp xx M El Gato,
dash, OTG c.lk, s.hk(2 hits) xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6782 dmg:
H Fiber Upper,
j.hp, adc, j.lk, j.hp,
c.mk, s.hk xx L Fiber Upper,
j.lp, j.hp, adc, j.mp xx M El Gato
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6928 dmg:
H Fiber Upper,
j.hp, adc, j.lk, j.hp xx M El Gato,
dash, OTG c.lk, s.hk(2 hits) xx L Fiber Upper,
j.lp, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7023 dmg:
H Fiber Upper,
j.hp, adc, j.hp, j.hk,
dash, OTG s.lk, s.hk(2 hits) xx L Fiber Upper,
j.lp, j.hp, adc, j.lk xx M El Gato
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7080 dmg:
H Fiber Upper,
j.hp, adc, j.hp, j.hk,
OTG s.hk(2 hits) xx L Fiber Upper,
j.lk, j.hp, adc,(restand), j.mk xx M El Gato
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.



Transition combos:

~7400 dmg:
c.lk, s.mk, c.hp,
Cat Spike,
OTG H El Gato, Headbutt,
s.mp, s.mk, s.hk,
j.mp, j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.

~7000 dmg:
c.lk, s.mk, c.hp,
j.hp, adc, j.lk, j.hp xx Cat Spike,
OTG c.mk, s.hk,
j.mp, j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.

~6500 dmg:
c.lk, s.mk, s.hk xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
c.mp, s.mk, c.hp,
Cat Spike,
OTG j.mp, Headbutt,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.



Throw:

Midscreen:

~5900 dmg(ground throw):
Ground throw xx L Fiber Upper(whiff) xx OTG Feral Edge xx Feline Allergies,
superjump, j.mp, adc, j.lk, j.mp,
rejump, j.lp, j.mk xx M El Gato, Zoom!
dash, s.mp, s.mk xx M Cat Scratch, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.

~6000 dmg(high air throw):
Air throw, dash back, j.hp(whiff)* xx OTG Feral Edge xx Feline Allergies,
superjump, j.mp, adc, j.lk, j.mp,
rejump, j.lp, j.mk xx M El Gato, Zoom!
dash, s.mp, s.mk xx M Cat Scratch, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.

* dash back, j.hp(whiff) is optional, it makes the positioning a lot easier. You can just go from the throw straight into super and keep the otg.

5746 dmg(low air throw):
Air throw, adc, OTG j.hp,
s.lk, c.hp,
j.hp, adc, j.lk, j.hp xx M El Gato,
s.hk xx L Fiber Upper,
j.lp, j.hp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

Corner:

5759 dmg(ground throw):
Ground throw xx OTG M Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.mp, s.mk, s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

6185 dmg(ground throw):
Ground throw xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.mp, M Cat Scratch x3,
OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

5866 dmg(low air throw):
Air throw, adc, OTG j.hp,
s.lk, s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.mp, s.hp xx L Fiber Upper,
j.lp, j.mp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

~6000 dmg(high air throw):
Air throw, dash back, j.hp(whiff) xx OTG Feral Edge xx Feline Allergies,
superjump, j.mp, adc, j.lk, j.mp,
rejump, j.lp, j.mk xx M El Gato, Zoom!
dash, s.lk, s.mp, s.mk, Headbutt,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.
(same as midscreen)


Headless can just OTG with Headbutt into a regular combo.


Counter-Hit:

6963 dmg(H Fiber Upper):
CH H Fiber Upper,
j.mp, j.mk xx M El Gato,
OTG c.lk, s.hk(2hits) xx L Fiber Upper,
j.lk, j.hp,
s.mp, s.hk xx L Fiber Upper,
j.lp, j.hp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7246 dmg(H Fiber Upper):
CH H Fiber Upper,
j.mp, j.hp xx M El Gato,
dash, OTG c.lk, s.hk(2 hits) xx L Fiber Upper,
j.lk, j.hp,
s.mp, s.hk xx L Fiber Upper,
j.lp, j.mp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

7214 dmg(H Fiber Upper):
CH H Fiber Upper,
j.hp, adc, j.lk, j.hp xx M El Gato,
dash, OTG c.lk, s.hk(2 hits) xx L Fiber Upper,
j.lp, j.hp, adc, j.mp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

8443 dmg(midscreen):
CH j.hp,
c.lk, s.mk, s.hk xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.mp, s.mk, s.hk xx L Fiber Upper,
j.mp, j.hp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

8365 dmg(midscreen):
CH j.hp,
c.lk, s.mk, c.hp,
j.hp, adc, j.lk, j.hp xx M El Gato,
c.mk, c.hp,
j.mp ,j.mk, j.hp xx M El Gato,
OTG, c.lk, s.hk(2 hits) xx L Fiber Upper,
j.lp, j.mp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

8273 dmg(midscreen):
CH j.hp,
c.lk, s.mk, c.hp,
j.hp, adc, j.lk, j.hp xx M El Gato,
c.mp, s.mk, s.hk xx L Fiber Upper,
j.mp, j.hp,
s.lk, s.hk xx L Fiber Upper,
j.lp, j.mp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

8343 dmg(midscreen):
CH s.hp xx H Cat Scratch x2 xx Cat Slide,
c.lk, s.hk(2 hits) xx L Fiber Upper,
air dash, j.hp xx M El Gato,
s.mk, s.hk xx L Fiber Upper,
j.lk, j.hp,
s.mp, s.hk xx L Fiber Upper,
j.lp, j.mp,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

9223 dmg(corner):
CH j.hp,
c.lk, s.mk, s.hp xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.mp, s.mk, s.hp xx L Fiber Upper,
air dash, j.mk, j.hp,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

9293 dmg(corner):
CH j.hp,
c.lk, s.mk, s.hp xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.mp, s.mk, s.hp xx H Fiber Upper,
j.mp, j.hk,
s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

9445 dmg(corner):
CH j.hp,
c.lk, s.mk, s.hp xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.hk xx L Fiber Upper,
j.mp, j.hp,
s.mp, M Cat Scratch x3,
OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.

9592 dmg(corner):
CH j.hp
c.lk, s.mk, s.hp xx L Fiber Upper,
air dash, j.hp xx M El Gato,
s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
s.hk xx L Fiber Upper,
j.mp, j.hp,
s.mp, s.hp, H Cat Scratch x3,
OTG s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.



Headless:

Headless combos are heavily dependant of the positioning of the head, the most important thing is to be familiar with the combo paths that can be used considering where the head is. These are some important routes that you should know when comboing with headless Fortune.


Sandwich combos: Very easy and very important, if you can do these you can combo with headless Fortune.

5517 dmg(opponent between the body and the head):
c.lk, s.mk, Headbutt,
dash, s.mp, s.mk, Headbutt,
dash, s.lk, s.mp, s.mk, Headbutt,
dash, s.lp, s.lp, s.lk, s.mp, s.mk xx M Cat Scratch xx Cat Scratch Fever.


El Gato > Zoom!: This became a lot worse after SDE but it's still a very important route for headless Fortune. Ideally, this should not use the OTG.

~7000 dmg(opponent between the body and the head):
c.lk, s.mk, Headbutt, s.hk,
j.mp, j.mk xx M El Gato, Zoom!,
s.mk, s.hk,
j.lp, j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.

~7200 dmg(both the head and the body close to the corner):
c.lk, s.mk, Headbutt*, s.hk,
j.mp, j.mk xx M El Gato, Zoom!,
s.mp, s.mk xx H Fiber Upper,
j.lk, j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.

* Omit the Headbutt if the opponent isn't between the body and the head in the corner.

~8204 dmg*(both the head and the body in the corner):
c.lk(DA), s.mk, s.hk(DA) xx delayed L Fiber Upper(DA),
H El Gato(DA),
(otg Decap Attack), s.hk(DA),
air dash, j.mp(DA) xx M El Gato(DA),
Ground El Gato(DA),
s.lk(DA), s.mk xx H Fiber Upper,
j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk(DA), s.mp, s.mk, c.hk(DA)(1 hit) xx M Cat Scratch(DA) xx Cat Scratch Fever(DA).

* This combo involves a lot of Decap Attack, the attacks with "(DA)" should hit both the opponent and the head.


El Gato > Zoom! > Feral Edge: The Zoom! is only for positioning, this is normally used to start a sandwich combo when the head is behind Fortune. It also shouldn't use the OTG when done correctly.

~7200 dmg(head behind the body):
c.lk, s.mk, s.hk,
j.mp, j.mk xx M El Gato (Zoom!) xx Feral Edge,
Headbutt,
s.mp, s.mk, Headbutt,
dash, s.lk, s.mk, Headbutt,
dash, s.lp, s.lp, s.lk, s.mp, s.mk xx M Cat Scratch xx Cat Scratch Fever.


s.hk > L Fiber Upper: You can do this to switch sides without using meter when the head is behind the body, it's a bit more difficult to do these consistently but it's also the most damaging midscreen starter.

~7300 dmg(head behind the body):
c.lk, s.mk, s.hk xx L Fiber Upper,
j.mp xx M El Gato,
otg Headbutt,
s.mp, s.mk, s.hk,
j.lp, j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.


OMNOMNOM > j.hk > H El Gato: This is another great way to get a lot of damage with headless. The OMNOMNOM will stop doing damage as soon as you hit the opponent, so try to let it go on for as long as you can before connecting with the j.hk for max damage.

~7600 dmg(head behind the body):
c.lk, s.mk, s.hk xx L Fiber Upper,
j.mp xx M El Gato,
otg OMNOMNOM,
j.hk xx H El Gato,
j.lk, j.hk xx M El Gato,
dash, s.lp, s.lp, s.lk, s.hk,
j.lp, j.mp, j.mk xx M El Gato xx Feral Edge,
Feline Allergies.

~7200 dmg(head behind the opponent):
c.lk, s.mk, s.hk,
j.mk xx M El Gato,
otg OMNOMNOM,
j.hk xx H El Gato,
j.lk, j.hk xx M El Gato,
dash, s.lp, s.lp, s.lk, s.hk,
j.lp, j.mp, j.mk xx M El Gato xx Feral Edge,
Feline Allergies.


One thing that happens often while playing headless is accidentaly launching the opponent and the head at the same time in such a way that the head hits the opponent while rising and makes you drop the combo, so here's a combo you can do when you're not sure if the head is going hit the opponent or not that works on both cases:

~6700 dmg(head in range for the s.hk to hit it):
c.lk, s.mk, s.hk,
j.mp, adc, j.mp xx M El Gato,
dash OTG c.lk, s.mk, s.hk,
j.lp, j.mp, j.mk xx M El Gato, Zoom!,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, c.hk(1 hit) xx M Cat Scratch xx Cat Scratch Fever.


You can also combo without using the head, but since you lost your j.hp it gets a bit hard to be effective.

5406 dmg:
c.lk, s.mk, s.hk,
j.mp, j.mk xx M El Gato,
otg c.lk, s.mk, s.hk,
j.lp, j.mp, j.mk xx M El Gato xx Feral Edge.

6020 dmg:
c.lk, s.mk, s.hk,
j.mp, adc, j.lk, j.mp,
rejump, j.lp, j.lk, j.mp,
s.lp, s.lp, s.mp, s.mk, s.hk,
j.mk xx M El Gato,
c.lk, s.mp, s.mk xx M Cat Scratch xx Cat Scratch Fever.
- j.mk fastfall is your friend.

- Launch, j.lp, j.mp, j.mk(1 hit), j.hk/j.hp(fastfall) is a great fastfall setup that can lead into a bunch of different situations making it very hard to block (Fiber Upper, j.mp, j.mk(1hit), j.hk/j.hp(fastfall) works the same way).

- IAD, j.lp, L El Gato will cross-up an opponent right in front of you.

- L Fiber Upper, air dash, j.hp, is an easy cross-up, but not too hard to react to.

- Forward jump, j.lk, delay, air dash back, j.hp/k is a pretty good fake cross-up.

- L Fiber Upper, wait a bit, grab. You may be too low to the ground to convert with adc j.hp, in this case use j.lk instead.

- s.hk makes Fortune take a step forward so it's a really good move to use for faster cross-unders and double cross-unders.

- L Fiber Upper, j.lp, j.mk fastfall can lead into a bunch of options but it also puts the opponent within the range of a low air grab that's hard to see coming and easy to convert off.

- You can cancel j.mk with an air dash and grab the opponent, this is very strong because launch j.mp, j.mk(1 hit), air dash, grab can be faked with j.mp, j.mk(1 hit), air dash, j.mp which is a burst bait that works everywhere on everyone.

- Headbutt after an OTG puts the opponent high enough so that Fortune can dash under and get a cross-up on most characters.

- Feline Allergies can also make for very easy cross-unders just by running under the opponent.

- Corner j.mk xx H El Gato (doesn't combo), Zoom! is a crazy OS"ish" reset that becomes a conversion if the H El Gato hits and a cross-up if it doesn't.

- If you do c.hk(1 hit), L Cat Scratch with the head in the corner you're at +8 and the opponent gets airborne for a little bit so he can't mash ground reversals and you get a free low/high/throw mixup.

- Also worth mentiong that when headless just doing a random El Gato in the middle of a chain will catch an opponent downbacking.
- [full combo or combo with j.mp] launch, air dash, j.mp (or H Fiber, air dash, j.mp).

- [combo without j.mp] launch, j.mp, j.mk(1 hit), air dash, j.mp (mentioned under resets).

- [combo with j.lk] land from a restand combo, jump back j.lk.

- [full combo or combo with j.hk] H Fiber Upper, air dash, j.hk (air dash back in the corner).

- [full combo or combo with c.lk] OMNOMNOM, max range c.lk.

- [combo with s.lp] s.lp, Cat Strike (you can use pretty much anything to trigger the burst, if the Cat Strike is done at the right time the burst should whiff, doesn't really have to be s.lp).

- [combo with c.lk] L Fiber Upper, j.lk, j.hk, wait a bit, OTG c.lk.

- [combo with c.lk] Cat Slide, max range OTG c.lk.

- [combo with j.lk] launch, j.lp, j.mp, j.mk, adc, j.lk, j.hk. (2 hit bait).

- [combo with El Gato] launch, TK H El Gato (TK back if you're in the corner).

- [full undizzy combo] launch, j.hk, air dash back (doesn't work if they burst right away).
Numbers

s.lp - Best jab in the game being only 5f with a really good hitbox. You can also use it as an anti-air and even otg with this move. Chains into itself once.

s.mp - Multi-hit that does good damage at full scaling while head-on and pretty bad overall while headless. Mostly a combo filler and the head-on version does a small amount of chip on block.

s.hp - Pretty fast and very long range poke that leads into full combo and it's her most damaging normal.

s.lk - Has a bit more hitstun than c.lk (combos into s.hk) and does a bit more damage. Don't use it outside of combos.

s.mk - Has two hits on both headless and head-on, use it along c.lk to hit-confirm into your combos and blockstrings.

s.hk - While head-on it's a slow 3 hit normal that's easy to hit-confirm. It makes Fortune step forward a bit and hits behind her allowing some very fast cross-ups, when headless this becomes the launcher and can be used to kick the head around and to position it and works as an ok anti-air.

c.lp - Makes her hitbox very small and it's also very fast but doesn't hit far. Great for getting out of close-up pressure. Chains into itself once.

c.mp - Ok poke and anti-air but mostly a combo filler. Also hits both sides so you can do c.mp, s.hk/c.hk to get a few hits on an assist behind you or on the head to get it out of the corner.

c.hp - Head-on launcher and mediocre anti-air, mostly used in combos.

c.lk - Your go-to low and poke and main combo starter. One of the farthest reaching c.lks in the game Also good for moving the head around and can low-profile some projectiles.

c.mk - Combo filler but can work as a pretty bad anti-air. Don't use it outside of combos.

c.hk - 2-hit sweep that can low-profile some projectiles. You can cancel the first hit into L Fiber Upper to combo so ending blockstrings with this button is not a bad idea. Also hits behind Fortune.

j.lp - Fast air normal with a hitbox that hits behind Fortune. Great reset and cross-up tool and good for challenging opponents in the air at close range.

j.mp - Good for air-to-air confirms as it hits opponents above you. Sends the opponent up a little on hit so it's good for resets and burst baits.

j.hp - Hitbox may cross-up, good for pressuring the opponent and ok at controlling space. Good neutral game tool and VERY important combo tool.

j.lk - Probably Fortune's best air normal. Fast, has a good range, lot of hitstun, may cross-up, leads into easy confirms, etc. Use this a lot in neutral (instant j.lk, adc, j.lk, L El Gato/j.mp is godlike).

j.mk - Has 2 hits and keeps Fortune in the air for a bit. Good pressure and combo tool and your best attack to challenge characters that like to stay in the air a lot like Painwheel and Valentine. j.mk fastfall allows for some of Fortune's best reset options.

j.hk - Slow but has a good hitbox. Better than j.hp to control space with so it's pretty important in headless neutral.
Numbers

Cat Scratch (:QCF:+:P: :Arrow: :P: :Arrow: :P:) - Ms. Fortune's Rekka. The first hit of the L version leaves you at +0 on block. After the first and second hits you can either finish the attack or do one of these follow-ups:

- Cat Slide (:D: + :K:) - Hits low and will combo on hit allowing for a pick-up with an OTG. It's -10 on block but can open up opponents trying to get out of pressure.

- El Gato (:K:) - Hits high and will not combo from any hit or any version of Cat Scratch. +1 on block but can be jabbed before it comes out. You can OTG after into a full combo.

Cat Strike/Cat Spike (:QCB:+:P:, air ok) - Tosses the head. The ground version has a lot of hit invulnerability, it's a safe on block reversal and can't normally be combo'd into, but the second hit staggers so it can easily be combo'd off when it hits up close. The aerial version can be combo'd into from j.hp, j.mk and c.hp (by TKing it) and can also be combo'd from. If only the head hits the opponent it still knocks them down so it still allows for the OTG pick-up. After the head is removed you lose your HP moves, Fiber Upper becomes only hit-invincible, your minimum IAD height is worse, the air dash itself becomes slower, s.mp becomes a short range single hitting move and s.hk becomes a launcher but you also gain access to these moves:

- Cat Call (:QCB:+:LP:/:MP:, hold) - Zoom! and Headbutt can be canceled into Cat Call to have the head return faster.

- Headbutt (:HP:) - Has a pretty small recovery period allowing for sandwich combos and can be canceled into head specials. Only combos into OMNOMNOM if it hits from point blank.

- Zoom! (:F:+:HP:/:B:+:HP:) - Covers a good space pretty fast, knocks down on hit and can be canceled into OMNOMNOM or Feline Allergies for conversions.

- OMNOMNOM (:QCB:+:HP:) - A hit-grab that has a huge recovery period and on hit will send the head flying. Very common combo starter for headless Fortune, very easy to convert from.

- Feline Allergies (:DP:+:HP:) - The head becomes invincible and tosses itself on an arc, basically the head's DP, if it's close you can use it as a reversal. Can help moving the head around, but has a lot of recovery. The head's most damaging attack.

- El Gato (:QCB:+:K:) - After tossing the head this move becomes disassociated with Cat Scratch. It's a 25f overhead that can be chained into so it's a good mix-up tool for headless Fortune.

- Cat Slide (:QCF:+:K:) - Also becomes accessible by itself. Can low-profile projectiles and it's a very long range low that leads into an OTG combo on hit. If it hits the head it's +1 on block so it's a good pressure tool. You can frame trap the opponent ending a string with this move and make it safe/convert with Headbutt or Zoom!.

Fiber Upper (:DP:+:K: :Arrow: :K:) - Ms. Fortune's DP and one of her main mobility tools. It has a jump follow-up when either the first hit connects or all hits whiff, when headless she can do the jump follow-up with any amount of hits. The L version is very important for head-on combos and the H version is a great mobility tool and comboable reversal that's very unsafe on block. It loses the hit invulnerability when headless losing it's use as a reversal, but it can still be useful as a comboable anti-air.

El Gato (in air, :QCB:+:K:) - Same as before but now with three different strengths and will keep your aerial momentum. Very damaging overall so it's pretty common in combos, but it's still a good neutral game tool due to it's hitbox (can hit cross-up) and the way it stops Fortune in the air for a moment. The L and M versions knock down airborne opponents but the H version ground bounces standing opponents and gives a sliding knockdown on airborne opponents.
Numbers

Cat Scratch Fever (lv1) (:QCF:+:PP:) - Head-on Fortune's main combo ender, can be canceled into Cat Strike after the final headbutt. Does good damage both with the head-on and with the head-off. Head-on it's EXTREMELY punishable on block (-29), but when it hits an assist, it can be canceled into Cat Strike and made safe, but since this version of Cat Strike has no invincibility you can be stuffed before it comes out. You can follow-up from the headless version if it's used out of the corner or by hitting with the head.

Feral Edge (lv1) (in air, :QCB:+:KK:) - Very important when playing headless (refer to the combo section). Can be followed-up by Feline Allergies removing the head and leading into a combo, however, on non-heavy characters you can get an OTG c.lk or microdash s.lp if the opponent is close enough from you when you use it. It also has an invincible start-up so it's a pretty solid aerial reversal.

Fifth of Dismember (lv3) (:QCB:+:PP:, air ok) - Always ends where the head is and if it's done far from the ground it can be a bit awkward to punish. All of the limbs that fly off have hitboxes until they leave the screen so it can catch people if they're not careful. Does a lot of damage in the beginning of combos but not the best ender. (also, H Fiber > Fifth of Dismember is pretty good, specially against peacock)
Click here to go to a page with the hitboxes to all of Fortune's attacks.

Thanks @Stuff
Ms. Fortune is of one of the most mobile characters in the game, with a double jump and an airdash that can both be used in a single jump. Her ground dash is a pretty fast run that can low profile, and her backdash covers a good distance while also being pretty fast.

One of her main mobility tools is her H Fiber Upper, on whiff it will send her flying to superjump height propelling her forward and still keep both the air dash and double jump. If an opponent is trying to zone you out you can time the H Fiber so that, due to it's invulnerability, it will go through a projectile and send her off to run after the enemy. Also whiffing Fiber gives you meter so that's pretty great.
Ms. Fortune's lack of good assists is one of the factors that support her as a point character, but regardless, she can still be pretty effective in different positions. Her most useful assist are:

H Fiber Upper: Her most common assist and probably the best. Still has the invincibility and the get-off-me properties of all DP assists, the problem is how difficult it is to convert off. Using M Fiber can make conversions a bit easier but she loses some of the invulnerable frames.

Cat Strike: Doesn't have a very good hitbox but has a lot of invincibility and sends a projectile along the ground. Has the downside of requiring an assist call to get the head back before having it available again that leaves fortune pretty vulnerable for a while, but also allows you to tag or dhc into headless without having Fortune play on point.

Cat Slide (headless): Hits low, has a good range and can be otg'd if it hits. It helps a lot with mix-ups and pressure, but has the downside of requiring Fortune to be headless. Becomes c.mk if she has the head.

Ground El Gato (headless): Hits overhead and does good damage. Good for mix-ups and combo extensions, but also has the downside of requiring Fortune to be headless. Becomes s.mk if she has the head.

s.hk/s.mp/s.mk: Her most common options for lockdown assists. s.mp is the faster one and does a bit of chip and s.hk takes a bit longer, but these two get completely outshined by any proper lockdown assist and only really work while Fortune has her head, s.mk also works headless but is a bit worse.

Apotemnophobia (Grab): Not a terrible grab assist because, since the animation takes so long, it's not hard to convert without using the OTG.

Fortune being such a rushdown oriented character and having very good defensive options while head-on usually works best with assists to back up her offensive momentum. Cerebella's Cerecopter or Parasoul's Napalm Shot are assists that synergise really well with Fortune since they also allows her to convert from a midscreen grab if used along with Cat Scratch.
After H El Gato in the air and Cat Scratch Fever you get a sliding knockdown with plenty of time to run up and setup a mix-up on your opponent. Here some stuff you can do:

- Dash up, block+assist/empty jump+assist - Old but Gold, can't go wrong with a bait in this game.
- Dash up, c.lk/IAD j.hp/grab - Cheesy low/high/throw mix-up.
- Dash up, jump over and call assist - Pretty easy to see but can be made effective by mixing it up with the next one.
- Dash up, jump over and call assist, air dash back - Fake cross-up.
- Dash up, jump over, jumping normal (optional), air dash back j.hp/j.hk - Same but without assists.
- Dash up, s.hk on the head, jump, j.hk/empty jump c.lk/empty jump grab - Depends on the position of the head but it's basically a reversal-proof version of the second one.

-Squigly's j.hp and j.lk are pretty easy to anti-air with s.lp. It's easy to not let her get charge by harassing her with the head when it's in position, and nom will give you a fullscreen conversion if you manage to hit her out of charge with zoom. Also if Squigly tries to anti-air you with Daisy Pusher, canceling into H El Gato should keep her in the air for long enough to avoid it. On the ground you can cancel a normal into H Fiber if she does Daisy as a reversal
- Be VERY careful when going headless against Big Band, if he catches the head and the body with H Brass Knuckles > SSJ it does like 11k. You can convert from a midscreen ground throw on Big Band by just cancelling immediately into L Fiber. Also keep in mind that OMNOMNOM beats armor so it'll eat SSJ, Brass and A-Train, and instant j.lk and j.hp can hit him crouching, learn how to abuse this and it should be a pretty easy matchup.
- OMNOMNOM and Lv3 are hit-grabs so they'll always beat Sekhmet, and instant j.lk will hit Eliza crouching. Fortune doesn't have any good way to deal with characters above her, and Eliza is pretty good at that so try to avoid putting yourself in that position.
- Fortune mirrors are fun. Remember that Fortune can't really deal with people above her so that's where you want to be to get an advantage, j.mk or j.mp if you know they're trying to get above you.
- Head-on H fiber can go through Peacock's s.hp, Plane bomb and item drop so it's a great tool to go through her zoning. Also the head can absord projectiles so having it between you and the opponent can help you approach. As a bit of a gimmick, you can do fullscreen H Fiber into Lv3 to catch Peacock throwing a projectile.
- Painwheel's Flight makes this one of the hardest match-ups for Fortune because of how hard it is to deal with opponents above her, j.mk and j.mp are VERY important in this match-up for hitting her out of the air. (j.mk is key in this matchup)
- You want to be above and close to Filia during neutral, the ideal distance will allow your pokes to hit but will stay out of her range. Filia's instant air dashes lose to s.lp so throwing it out when you predict it is a pretty low commitment option that can give a huge reward when successful. Also, you can low profile her IADs with c.lk and c.lp so these are your go-to options to try to hit her out of pressure.
- Cerebella's banana hitboxes make comboing her a bit weird sometimes. Cat Slide, OTG c.lk, s.hk tends to not work on her without a dash and s.hk xx L Fiber only works from very close on the third hit. Nom is a good option in this match-up for beating Bella's armored options.
- Another hard match-up since they're above you most of the time and have way better normals there (basically j.hk), going for j.mk can work but you have to do it before she gets a chance to throw a shuriken and if she reads it any button will beat you out of it. While approaching from the ground remember they can still move while coming down from a shuriken, so don't get hit by falling j.lp or air dash j.mp. Be VERY patient against her, If all goes well she will get to the corner eventually and you'll have your chance to do pressure, when she gets there don't let her leave by any means.
- Fortune can low profile Parasoul's Napalm Shots with c.lk and her dash, so considering its range, dash-in c.lk becomes a much scarier threat in this match-up. Most of Parasoul's air buttons outclass Fortune's pretty hard so be very careful when approaching from the air, stay grounded avoiding her projectiles and you'll have a significant advantage. On the corner you can abuse the blind spot on pillar (right above her), you can get a HCH on pillar is she decides to do it and you're in the right place, and even is she doesn't do it jumping in from that angle can get you some free pressure (watch for lv3 though).
- Try to stay close but be very careful with Lugers (especially H) and be patient on offense. Just be careful with her fast approaches and look out for Luger when going in. You can use the invincibility on H Fiber to go through her Bandwagon Rushdown super, which gives you a HCH punish when you do it successfully.
- It's pretty easy to avoid her projectiles as Fortune, so don't get precipitated or you'll end up getting hit by a shadow and being combo'd. You can play this match-up very patiently and let her come to you or slowly push her to the corner until you have a more favorable range being able to just reach her with c.lk and j.lk. She's also going to be above you often so try to go in when that's not the case.
- Use nom and slide to beat chairless c.hp and c.hk. If you're in the ground and not in blockstun or hitstun when he does his anti-air grab super, superjump back with j.lp > j.mk immediately after the flash to punish it. You can also convert from a midscreen ground throw on Beowulf by just doing L Fiber.
- Fortune can dash under Robo's grounded M and H beams, predicting it correctly will allow you to c.lk her even from fullscreen if she does H beam. Be patient against her or you'll just never get in. Don't let her fly out of the corner with j.hk, maintain your space and use j.mk beat it.
 
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