I don't care if people think head off is bad, I care that people think its worse.
Okay, you say you're on the same page, but that doesn't translate to anything else really lining up. A lot of this stuff just isn't adding up to Head-Ons faster pressure.
PARTIAL LIST OF PRESSURE TOOLS HEAD OFF FORTUNE HAS
-Head can pull/push so you can do cross up mix ups in and out of the corner EZ. Leads to crossing up inputs and messing up PBGCs
And Head-On has waaaaaaaay easier access to a midscreen left/right in either pressure or resets (especially against Tall characters) thanks to her faster/lower airdash, where as the headless needs the head in position. Which is going back to what Caio and I were saying, where their pressure options are comparable...
-Can hit confirm single hits with cr.lk hitting the head. Hella plus. Can also do cr.lk launch. Safe vs PBGC
Safe only when the head is in position, and very limited actual "mixup" or pressure unless the opponent just PBGCs into holding forward. You can go into slide or overhead for an actual mixup after that, but that's where you're opening up yourself to be vulnerable and you can get by potential PBGCs at that point.
And...Head-On fortune doesn't have any hit confirming problems with her strings. If she did, this would be a good point.
-Best pbgc baits in the game. String -> block + head =
-Overhead axe kick is +, low slide is also +
They aren't all safe, the head is not a mixup tool so it's just only pressure. See what I said in the long post before about safe strings.
-Space control when you kick the head
If the opponent wants to hit the head when you kick it, they by all means, they're gonna get combo'd for trying it. If the head is in a bad spot and is getting hit, that's the fortune players fault, and that's supposed to be its weakness so????
Combo'd by what? If they are hitting your head after you launch it, you are either too far away where you couldn't punish them anyways (unless the opoonent was leaving themselves vulnerable) or they are close enough to where you are going to get hit alongside the head for moving forward. Fortune's air buttons aren't disjointed and are not the best (read: still good!). Maybe if she had invincible Fiber back (but no one wants to live through that again).
You can Launch and jump forward into blocking and hope for a landcancel punish...but that doesn't sound super oppressive if you ask me (plus you can always do mixups to people trying to land cancel you anyways)
Versus.....the air control of head-on invincible Fiber? Which is still safe on whiff and takes her higher and farther?
-Hit grab on the ground, you control the ground
Most every character in the game can easily punish the head. Headless can do ground pressure but it is very much not free. PLUS a lot of characters take to the air anyways (where sneeze isn't going to hit them). PLUS some of the characters who'd benefit most of controlling the ground on (Bella, BB) actually have really great options for hitting the head from long ranges and staying safe anyways. The only MU where you can freely throw out Noms would be against Parasoul. Sucks for her I guess?
Versus, Head-Ons extremely good poke in sHP which confirms from super far as a poke and is a great great great tool. And can go into fiber itself to stay safe + keep up pressure. Head-On doesn't have that many issues on the ground. Again, maybe if this weren't the case it'd be different.
-Pushblock is worthless when you fight head pressure. It doesn't push her out, the head makes contact before you get pushed away. You can pushblock the head, but that's only if fortune pushes H. 102394893029384 mindgames and mix ups with this alone.
There are mind games, but thats what every character has with block pressure. What the head lets you do is cover your unsafe stuff so that if they didn't PB, you're still safe. The head doesn't make you safe from reversals if you continue pressure like Peacock item drop can (or at least the situations it can are much more limited). So this isn't accurate. Maybe if sneeze were more active or something so it'd get you out of some reversal situations better, but that still wouldn't save you from several character options.
Not to mention...Head-On actually has several invincible options which ALSO can be used in blockstrings for mindgames, with Head-roll itself going through things that Sneeze/nom + mixup can't while being safe. Head-On still retains Overhead/slide mixup with her rekkas. Head-On is NOT lacking in this area.
What I can give though is that headless can much easier do a block string mixup with L-Fiber + head call for a crossup. But that's not safe and head-on can do similar but slightly slower. I brought up that point above when talking about Head-ons reset/pressure tools in comparison.
-Fullscreen snap. Can lock out assists with this for FREE. Underused, godlike, looks cool.
A full bar to snap the assist, you lose your head for a while (because the heads position is sent flying all over), which limits Headless neutral tools already and the opponent can still act. The only advantage is that you have your own assist, but the lockdown timer isn't that long on snapping assist anyways...
This is underused, but I'd also say it's just not that great. Or at least, not good enough to make up for less damage + less invincible options + harder/situational to use + dying in 1 combo. This is most definitely what I meant before with "very little gain".
And this still doesn't touch the incredible utility of Invincible Fiber which is used for a lot of this + even MORE, better buttons, faster pressure, more damage, etc.