I hope this is what you meant. Updated the OP of this thread too.From around here should be good, I think. I'd just like to have some of slyzor's and gllt's combos here and for this to the combo thread we use.
I'd prefer if you didn't delete the posts in this thread... they were pretty good too
I see what happened.
Huh? Do you have a vid showing it?
Caio is godlike and has done a great job creating and updating the Fortune Compendium. You can trust it to be up to date.
I would actually like it if H el gato was buffed so that you could use it in normal combos outside the corner. It sorta sucks atm (for obvious reasons since you can't combo it wothout doing a j HK re-stand AND having enough space to perform the kick and the link with a launch is awful) at least make it an overhead because of the start up time. I don't really see what the big deal or problem is and why it hasn't been updated along with what happened to her J HP.
HK Axe Kick is NOT an overhead. Go ahead go to training and set the dummy to block low and you'll see that it's blockable low. Also the damage isn't too insane since a raw one only does 1100. Compared to lock and load that's not much especially for the start up frames it has. I actually find myself getting GRABBED out of it sometimes lol. All I'm supporting is the idea of it getting updated so it falls in line with the rest of her moves. I mean we got headless conversions to be more viable in an actual combo (RIP Super Bounce. Should've never showed anyone that lol) A lot of characters have a means of keeping you in the corner with slide (Cerebella, Double, Eliza, Big Band, Valentine) so again idk what the big deal is. It's actually a pretty horrible neutral tool but with Fortune it's one of the best ones she's got in the air outside of J HK (which me personally I constantly us H Fiber > J Hk > HK Axe Kick to go toe to toe to people in the air or ground usually)Okay so HK axekick is overhead, but lk and mk axekick are not. Also you can combo into by doing 2HP j.2149HK which is the easiest. Another easy way is HK fiber in the corner j.HP j.HK j.214HK which uses your otg so no sliding knockdown but you can get 7.9k damage for 1 meter off fiber using that. You can do j.hp j.hk j.214hk on big band and double fairly easy. You can also do a j.HK as a restand and hit with j.214hk right after, but I personally find that too difficult to bother with. It also might not actually work on everyone. Finally you can do 2lk 2hp j.214hk as a double snap.
Sure it does a sliding knowdown and that's the point i'm trying to make. Why can't I use it in a normal combo. I feel it needs to be updated and it's start up frames be faster. The amount of blockstun it does is a little less than Bella's j HP. The reason i don't really use those is because j HK covers the most space and knocks them away so you get a break from a Fillia or Parasoul. H axe kick only dow 100 more damage than the medium version so the thing that draws me to it is the fact that it causes a sliding knowdown so i can keep someone in a corner and set up for when they are up. Allowing it to combo again normally wouldn't be a crazy OP buff anyways and I think we should at least give it a shot in beta. Hell you can get grabbed out of start up from it! That should be reason enough. The only thing it is pretty useful for in neutral is iad > j lk > H axe kick. It crosses up and only shows it's going to cross up at the last second. My thoughts is maybe letting it combo off of fibers? I mean beforehand we thought it was going to combo with the delay for special moves being taken away after a fiber in the Eliza patch. Sure we can argue about it being useful for H axe kick loops but honestly how often do we get the opportunity to get them and it isn't all that practical since your timing does have to be on point. The way we can get this to work is maybe make it combo off of j mk or change Fiber's launch trajectory or hitstun in order for us to be able to use it to get the knockdown. Or maybe instead of changing something major like that just reduce the start of frames for H axe kick. Worth a shot trying it out in beta right? That is, if senpai notices me.I'm pretty sure H Axekick is strictly for damage, set ups (It does sliding knockdown for cryin out loud that stuff is great for oki) and also I feel it's very slow to bait out pushblocks. You won't believe how many people will actually get hit by it leading into massive damage. Also because H Axekick loops do TONS of damage I don't see it being comboable from jHP again any time soon. I'm also not sure why it should be an overhead I mean it's already incredibly slow and isn't a blockstring for the most part you're gonna get hit anyway. Should it hit someone blocking the axekick you are +20 something so I dunno how to feel about this.
Also why aren't you using fortune's other good A2As? You know jLK jMP jHP sometimes jLP.