KhaosMuffins
Washed and Bougie
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- Sep 2, 2013
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Going back to the Fortune discussion...
Disregarding any claims that Fortune may be top 3/top tier/overrated/the absolute best, asking around it seems to be generally agreed that head-on Fortune deals too much damage and rekkas build too much meter (especially at the end of a combo). Non-Fortune players say this because she gets ~50% damage off a cr.LK and builds nearly a full bar. Fortune players say this because this also lowers the incentive to ever take the head off even in matchups where headless is the stronger option. Headless damage/meter gain/pressure is fine as is, but head-on could definitely use a hit in overall damage dealt as well as the meter build of her rekkas. She already has among the best mobility in the game and head-on on its own is really good at getting back in on an opponent, so I would argue it's fair that she lose a bit of damage.
As for tweaks to headless, I still stand by my suggestions given a few pages back of looking into giving Headbutt/Zoom a larger vertical hitbox to keep opponents from so easily jumping to avoid the head or catch them back on the way down, as well as having JUST Sneeze (as opposed to Headbutt/Zoom as well since those can cancel into Sneeze) not pull the opponent down towards the ground on block so that if the head does manage to catch the opponent jumping, they can't retreat back to the air so quickly. This would ideally help headless function better in neutral and also keep the opponent from simply upbacking out of a number of headless specific mixups. Nobody really responded to these ideas last time, which is why I'm bringing it back up.
The match ups where headless Fortune wins in neutral over head-on Fortune (Parasoul, Bella, Big Band doesn't have fun with either form but headless is much riskier for Fortune) is due to the fact that those characters can't control Fortune's air space too well once they leave the ground. The rest of the cast has ways to pressure either the head or the body from the air, or just outright get into a position where the head is useless. That's why a lot of Fortune players feel like headless is more of a liability in a number of matchups, so giving headless some better ground control/anti-jump options could give more reasons for Fortune to go headless in neutral. I play headless pretty often, but unless I'm against Parasoul, Bella, or Big Band, I only ever really take the head off mid-combo when I can get the opponent to the corner. Any other time is just... accidental. Against Painwheel and potentially Robo according to SonicFox, it's just suicidal.
It'd be nice if the head would take slightly less unscaled damage, but I don't really have much to say here. I thought @Stuff 's points seemed fair.
Disregarding any claims that Fortune may be top 3/top tier/overrated/the absolute best, asking around it seems to be generally agreed that head-on Fortune deals too much damage and rekkas build too much meter (especially at the end of a combo). Non-Fortune players say this because she gets ~50% damage off a cr.LK and builds nearly a full bar. Fortune players say this because this also lowers the incentive to ever take the head off even in matchups where headless is the stronger option. Headless damage/meter gain/pressure is fine as is, but head-on could definitely use a hit in overall damage dealt as well as the meter build of her rekkas. She already has among the best mobility in the game and head-on on its own is really good at getting back in on an opponent, so I would argue it's fair that she lose a bit of damage.
As for tweaks to headless, I still stand by my suggestions given a few pages back of looking into giving Headbutt/Zoom a larger vertical hitbox to keep opponents from so easily jumping to avoid the head or catch them back on the way down, as well as having JUST Sneeze (as opposed to Headbutt/Zoom as well since those can cancel into Sneeze) not pull the opponent down towards the ground on block so that if the head does manage to catch the opponent jumping, they can't retreat back to the air so quickly. This would ideally help headless function better in neutral and also keep the opponent from simply upbacking out of a number of headless specific mixups. Nobody really responded to these ideas last time, which is why I'm bringing it back up.
The match ups where headless Fortune wins in neutral over head-on Fortune (Parasoul, Bella, Big Band doesn't have fun with either form but headless is much riskier for Fortune) is due to the fact that those characters can't control Fortune's air space too well once they leave the ground. The rest of the cast has ways to pressure either the head or the body from the air, or just outright get into a position where the head is useless. That's why a lot of Fortune players feel like headless is more of a liability in a number of matchups, so giving headless some better ground control/anti-jump options could give more reasons for Fortune to go headless in neutral. I play headless pretty often, but unless I'm against Parasoul, Bella, or Big Band, I only ever really take the head off mid-combo when I can get the opponent to the corner. Any other time is just... accidental. Against Painwheel and potentially Robo according to SonicFox, it's just suicidal.
It'd be nice if the head would take slightly less unscaled damage, but I don't really have much to say here. I thought @Stuff 's points seemed fair.