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Would Headless Fortune Be "Too Good" With Her Old Headless Airdash back

Mike_Z

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Turns out s.HK xx LK Fiber~K, HK is way easier than that and works from more distances. But it doesn't hit the head as high up.
From some distances you can also do s.HK->HK Fiber to send it most of the screen.
 

KhaosMuffins

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Soooo what are people's thoughts on Fortune's hacky sack shenanagins and other general changes? That along with the sneeze change + zoom > sneeze working on block again are all quite nice. I think both headless and head-on are in a very good spot right now and headless feels fun to play as again.
 
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Stuff

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Coupled with the beta solo health regen change I think headless fortune is more viable now. Very fun to lockdown from afar I can't quite do the head lethal league thing yet but it definitely makes for an interesting approach. Also projectiles giving the head less cooldown sounds very cool but haven't really played against peacock or other projectile type characters.
 

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personally i'm very content with it. i was curious on what the IAD was like before the adjustment(i came in during January). however this change is pretty cool.
Old IAD on headless was just how low a current IAD is on head-on Fortune. (What was even crazier was that she could do IAD j.LK > j.MK and have it all connect. Now she has to delay the airdash when she has the head on.)
 

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mfw headless is fun to play again

tumblr_ndbos8REDU1qhccbco2_400.gif
 
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Grunt

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I really like it so far, it does feel more fun then it used to. I just need more people to play on beta.
 

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The head goes flying away from you when Nom ends and goes on a lengthy cooldown. It's just not a good idea to end a combo with it.

Unless you do an air grab to feral edge.
 

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Well yeah, but that's continuing the combo, not ending it.

Oh. I get it now. End =/= continue haha
 

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I really like the Fortune changes.
It feel better as a solo.
 

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These fortune beta changes look like they can make her space control better. Sneeze tracking is my favorite thing so far. Usually it's just that move that that has invincibility but usually misses but now it looks better for anti-air/approaching. Right now I only use head-off for defensive gameplay and these changes could make headless better rush down abilities.
 

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Well I'm finally getting around to learning headless Fortune, so I'm glad I have something to look forward to. Now that my PC is back I just have to recover my data (fat chance) or redownload everything. Beta, here I come.
 

FuLLBLeeD

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Is there any technical way to make El Gato, Headbutt more consistent in terms of when it combos? A lot of the time you'll go for El Gato and it will hit, but when you hit with headbutt it will uncombo and the opponent will immediately go back to blocking if they were holding back. This is a problem I see myself and many other Fortune players have consistently.

It would be cool if s.MP or c.MK as headless had better framedata or something. Headless Fortune is all about frametraps and pressure once you have your opponent between you and the head and those normals are just kind of there. Now that head cooldown is a lot longer you really have to delay your blockstrings a lot more to let the head recover and use it again. Those normals being better in blockstrings would give you something else to use besides just delayed s.LP, and c.LK all the time and reward smart Fortune players that actually know how to position the head and start pressure.
 
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CaioLugon

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in terms of when it combos and when it uncombos and you just put them black in blockstun?
what?
 

FuLLBLeeD

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what?

El Gato, headbutt as a confirm seems really inconsistent in terms of it actually comboing properly. A lot of the time you'll El Gato, and when the headbutt hits it will just uncombo and the opponent will immediately be blocking again.

It could just be me, but I see it happen all the time to other headless Fortune players too. Go ahead and try it in training mode and you'll see what I mean. I don't think you should be able to auto-pilot El Gato, headbutt for free block pressure or a confirm every time but when this situation happens its usually AFTER I hit with El Gato which makes it annoying.
 
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that's grounded el gato right? it either gives a ground bounce or a knockdown, how can headbutt uncombo?
 

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that's grounded el gato right? it either gives a ground bounce or a knockdown, how can headbutt uncombo?

I suck at writing sentences.

The headless El Gato, OTG headbutt, seems like its really weird to link sometimes when you're point blank range. So you'll do El Gato and it will hit, then you'll hit with headbutt, but it won't combo properly and they'll go back to blocking. There's probably a technical reason for this I'm not getting but its really janky to confirm off it sometimes after you've got a hit. "Uncombo" isn't the right word and someone else can probably explain it better than I can. Its just really weird the way confirming off El Gato works when the head is right next to them.
 

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i really dont get it...

you mean decap attack? cause if el gato hits the head you're at +15 but if it doesnt use the otg
 

Mike_Z

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It would be cool if s.MP or c.MK as headless had better framedata or something.
Headless s.MP is 9f and is +1 on block. That's HELLA fast for a medium (Cerebella's and Filia's s.LKs are 9f! Heck, Fortune's own s.LK is 10!) and it's plus on block.
c.MK is 11f (still a fast Medium) and -3.
Since you can chain MP->MK, you can have no gap or create a gap of any size between them.

So..."What?"
 

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I suck at writing sentences.

The headless El Gato, OTG headbutt, seems like its really weird to link sometimes when you're point blank range. So you'll do El Gato and it will hit, then you'll hit with headbutt, but it won't combo properly and they'll go back to blocking. There's probably a technical reason for this I'm not getting but its really janky to confirm off it sometimes after you've got a hit. "Uncombo" isn't the right word and someone else can probably explain it better than I can. Its just really weird the way confirming off El Gato works when the head is right next to them.
If I'm understanding this correctly, you just need to delay the headbutt. Sounds like you're pressing HP too early.
And if that's not it then... I'm not sure what situation you're describing.
 

ReSpAwNz67

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I'm surprised no one's really mentioned why H Axe Kick is so slow. Sure it causes a hard knockdown but so does Titan Knuckle and that's pretty easy to combo into, as opposed to Fortune's hard knockdown. There really is only one way to combo it to get the hard knockdown and that's launch > H Axe kick and that's a really shitty link. Thoughts?
 

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I was told it could combo from H fiber but then it didn't (Although I'm not sure how frame data works it says H fiber is +21 and H axekick is 21 start up but I think that makes it a 0 frame link and I think that means it can't work). But I don't think launcher to H axekick is really all that hard, it's easy even.

The super jump beta changes messes with this though but since this is a versus game I figure you just add an assist and do it whenever you want. Assists are helpful that way.

(Also why not put that in fortune general discussion this seems like the wrong thread for this)
 
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ReSpAwNz67

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I was told it could combo from H fiber but then it didn't (Although I'm not sure how frame data works it says H fiber is +21 and H axekick is 21 start up but I think that makes it a 0 frame link and I think that means it can't work). But I don't think launcher to H axekick is really all that hard, it's easy even.

The super jump beta changes messes with this though but since this is a versus game I figure you just add an assist and do it whenever you want. Assists are helpful that way.

(Also why not put that in fortune general discussion this seems like the wrong thread for this)
I really don't think that excuses the thing about H axe kick being so slow. I also thought it'd combo with H fiber after Eliza patch at least in to corner but nope lol. Just seems to be no excuse as to why you can't combo H axe kick normally. I really don't want to be "that guy" and be all like "buff plz" but it has been bothering me for a while now. I have other thoughts as well about c mk not being viable in a combo. I mean why would I choose it over s mk? Same thing goes with s lk but I guess that's another argument.