Skullgirls/Ms. Fortune: Difference between revisions
(No longer has the fastest jab technically - change cons to be strictly accurate without sounding like downplaying) |
(Adjusted damage numbers and changed most move descriptions post-patch. Lacks game data & hitbox updates. Also did not change meter gain on rekkas.) |
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Line 134: | Line 134: | ||
| startup = 5 | | startup = 5 | ||
| active = 2 | | active = 2 | ||
| recovery = | | recovery = 14 | ||
| hitstop = 7 | | hitstop = 7 | ||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 18 | | blockstun = 18 | ||
| onhit = + | | onhit = +2 | ||
| onblock = + | | onblock = +3 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 213: | Line 213: | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 975 | ||
| meter = 10% | | meter = 10% | ||
| startup = 14 | | startup = 14 | ||
Line 321: | Line 321: | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Launcher}} | | properties = {{Property-SG|Launcher}} | ||
| dmg = | | dmg = 975 | ||
| meter = 10% | | meter = 10% | ||
| startup = 15 | | startup = 15 | ||
Line 621: | Line 621: | ||
| startup = 8 | | startup = 8 | ||
| active = 2 | | active = 2 | ||
| recovery = | | recovery = 15 | ||
| hitstop = 7 | | hitstop = 7 | ||
| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 18 | | blockstun = 18 | ||
| onhit = + | | onhit = +4 | ||
| onblock = + | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 634: | Line 634: | ||
* Leads to great pressure on block (jLK ADC jLK jMP is very strong). | * Leads to great pressure on block (jLK ADC jLK jMP is very strong). | ||
* Your primary IAD overhead. | * Your primary IAD overhead. | ||
* Rising jLK hits | *Cannot cross-up opponent. | ||
* Rising jLK hits mid (does not hit overhead). | |||
}} | }} | ||
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| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = 300 (100) → 350 (100) → | | dmg = 300 (100) → 350 (100) → 800 (150) | ||
| meter = (2.5%) 9% → (2.5%) 9% → (2.5%) 9% | | meter = (2.5%) 9% → (2.5%) 9% → (2.5%) 9% | ||
| startup = 14 → 12 → 15 | | startup = 14 → 12 → 15 | ||
Line 835: | Line 836: | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = 350 (100) → 400 (100) → | | dmg = 350 (100) → 400 (100) → 900 (150) | ||
| meter = (2.5%) 9% → (2.5%) 9% → (2.5%) 9% | | meter = (2.5%) 9% → (2.5%) 9% → (2.5%) 9% | ||
| startup = 19 → 16 → 17 | | startup = 19 → 16 → 17 | ||
Line 852: | Line 853: | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = 400 (100) → 450 (100) → | | dmg = 400 (100) → 450 (100) → 1000 (150) | ||
| meter = (2.5%) 9% → (2.5%) 9% → (2.5%) 9% | | meter = (2.5%) 9% → (2.5%) 9% → (2.5%) 9% | ||
| startup = 23 → 20 → 20 | | startup = 23 → 20 → 20 | ||
Line 884: | Line 885: | ||
| guard = {{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 975 (100) | ||
| meter = (2.5%) 9% | | meter = (2.5%) 9% | ||
| startup = 30 | | startup = 30 | ||
Line 990: | Line 991: | ||
* Is invincible through startup and safe on block. | * Is invincible through startup and safe on block. | ||
* Requires assist to combo into. | * Requires assist to combo into. | ||
*Forces damage scaling to 75% | |||
* Staggers when it hits up close, leading to easy conversions. | * Staggers when it hits up close, leading to easy conversions. | ||
** There is a specific spacing where it will not trigger stagger even if it hits twice. This is because the 1st hit connects but the 2nd (stagger) hit whiffs and the opponent is hit by the projectile instead. | ** There is a specific spacing where it will not trigger stagger even if it hits twice. This is because the 1st hit connects but the 2nd (stagger) hit whiffs and the opponent is hit by the projectile instead. | ||
Line 1,032: | Line 1,034: | ||
| version = {{NotationIcon-SG|LK}} | | version = {{NotationIcon-SG|LK}} | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Invuln. ( | | properties = {{Property-SG|Invuln. (Strike)}} (Head On) | ||
| dmg = 765 / 850 (100) | | dmg = 765 / 850 (100) | ||
| meter = (2.5%) 9% | | meter = (2.5%) 9% | ||
Line 1,049: | Line 1,051: | ||
| version = {{NotationIcon-SG|MK}} | | version = {{NotationIcon-SG|MK}} | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Invuln. ( | | properties = {{Property-SG|Invuln. (Strike)}} (Head On) | ||
| dmg = 495 x2 / 550 x2 (100, 100) | | dmg = 495 x2 / 550 x2 (100, 100) | ||
| meter = (2.5%) 9% x2 | | meter = (2.5%) 9% x2 | ||
| startup = 14 | | startup = 14 | ||
| active = 3, 2 | | active = 3, 2 | ||
| recovery = | | recovery = 34 | ||
| hitstop = 5, 10 (5, 9 on block) | | hitstop = 5, 10 (5, 9 on block) | ||
| hitstun = 20, 31 | | hitstun = 20, 31 | ||
| blockstun = 21, 17 | | blockstun = 21, 17 | ||
| onhit = - | | onhit = -4 | ||
| onblock = - | | onblock = -19 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 1,066: | Line 1,068: | ||
| version = {{NotationIcon-SG|HK}} | | version = {{NotationIcon-SG|HK}} | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Invuln. ( | | properties = {{Property-SG|Invuln. (Strike)}} (Head On) | ||
| dmg = 405 x2, 495 / 450 x2, 550 (100, 100, 100) | | dmg = 405 x2, 495 / 450 x2, 550 (100, 100, 100) | ||
| meter = (2.5%) 9% x3 | | meter = (2.5%) 9% x3 | ||
| startup = 15 | | startup = 15 | ||
| active = 2, 2, 2 | | active = 2, 2, 2 | ||
| recovery = | | recovery = 40 | ||
| hitstop = 5 x2, 10 | | hitstop = 5 x2, 10 | ||
| hitstun = 20x 2, 33 | | hitstun = 20x 2, 33 | ||
| blockstun = 21 x2, 17 | | blockstun = 21 x2, 17 | ||
| onhit = - | | onhit = -8 | ||
| onblock = - | | onblock = -24 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
| framedata = [[File:SG_msf_dphk_fd.png|left]]<br>[[File:SG_msf_dphk_hl_fd.png|left]]<br>[[File:SG_msf_dphk_launch_fd.png|left]]}} | | framedata = [[File:SG_msf_dphk_fd.png|left]]<br>[[File:SG_msf_dphk_hl_fd.png|left]]<br>[[File:SG_msf_dphk_launch_fd.png|left]]}} | ||
| | | | ||
* All Headless versions lose strike invulnerability | * All Headless versions lose strike invulnerability.. | ||
* The HK version is a fully invincible DP and is your main reversal. | * The HK version is a fully invincible DP and is your main reversal. | ||
* Can be jump cancelled on whiff and hit, making it a great mobility and combo tool as well as a great reversal. | * Can be jump cancelled on whiff and hit, making it a great mobility and combo tool as well as a great reversal. | ||
Line 1,090: | Line 1,092: | ||
*{{NotationIcon-SG|LK}} | *{{NotationIcon-SG|LK}} | ||
** 8f start up on follow up jump. | ** 8f start up on follow up jump on hit and whiff. | ||
*{{NotationIcon-SG|MK}} | *{{NotationIcon-SG|MK}} | ||
** 9f start up on follow up jump. | ** 9f start up on follow up jump on hit. 11f start up on follow up on whiff. | ||
*{{NotationIcon-SG|HK}} | *{{NotationIcon-SG|HK}} | ||
** 11f start up on follow up jump. | ** 11f start up on follow up jump on hit. 15f startup on follow up jump on whiff. | ||
}} | }} | ||
Line 1,107: | Line 1,109: | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 800 (100) | ||
| meter = (2.5%) 9% | | meter = (2.5%) 9% | ||
| startup = 17 | | startup = 17 | ||
Line 1,124: | Line 1,126: | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 950 (100) | ||
| meter = (2.5%) 9% | | meter = (2.5%) 9% | ||
| startup = 19 | | startup = 19 | ||
Line 1,141: | Line 1,143: | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 1000 (100) | ||
| meter = (2.5%) 9% | | meter = (2.5%) 9% | ||
| startup = 21 | | startup = 21 | ||
Line 1,199: | Line 1,201: | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg = | | dmg = 200 (50) | ||
| meter = 0% | | meter = 0% | ||
| startup = 4 | | startup = 4 | ||
Line 1,359: | Line 1,361: | ||
* Will continue even if Ms. Fortune is hit or forced to block. | * Will continue even if Ms. Fortune is hit or forced to block. | ||
* Has a 14f buffer on incoming. | * Has a 14f buffer on incoming. | ||
* Head cooldown: | * Head cooldown: 60f | ||
}} | }} | ||
Line 1,386: | Line 1,388: | ||
* A hit-grab with a long recovery period. | * A hit-grab with a long recovery period. | ||
* A great conversion tool for harassing the opponent at far range or stuffing armor. | * A great conversion tool for harassing the opponent at far range or stuffing armor. | ||
* Forces a blue bounce on ending that allows an immediate ground tech, instead of a red bounce. | |||
* This move will continue if the body is blocking, but if the body is hit then the attack will stop. | * This move will continue if the body is blocking, but if the body is hit then the attack will stop. | ||
* After attacking, the head will be knocked to the nearest corner of the screen. | * After attacking, the head will be knocked to the nearest corner of the screen. | ||
Line 1,475: | Line 1,478: | ||
* You can convert off of the super with 5LP/2LK using OTG. | * You can convert off of the super with 5LP/2LK using OTG. | ||
* On hit, it can be cancelled into Sneeze (623HP) to transition to Headless, giving a full combo. | * On hit, it can be cancelled into Sneeze (623HP) to transition to Headless, giving a full combo. | ||
* Knocks the opponent down and forward when hitting a victim behind her. | |||
** You can cancel to Sneeze even if the opponent blocks the super so long as you hit something (eg assist). | ** You can cancel to Sneeze even if the opponent blocks the super so long as you hit something (eg assist). | ||
}} | }} |
Latest revision as of 08:44, 11 June 2024
Story
A feline feral, Nadia Fortune is the last surviving member of the Fishbone Gang, a notorious band of otherwise Dagonian thieves. Their last mission ended in tragedy: a failed attempt to steal the mysterious Life Gem from Lorenzo Medici resulted in their grisly deaths. Before meeting her own doom, Ms. Fortune swallowed the Life Gem and managed to digest it. The Gem’s power permeated her entire body, making it truly undying... even after being cut into several pieces.
Now hiding in the shadows of Little Innsmouth, Ms. Fortune plots to avenge her fallen comrades.
Overview
Ms. Fortune is a rushdown puppet character who can take off her head, which provides more control in neutral, amazing corner pressure, and unique combos.
- Head-on Mode: With her head on Ms. Fortune retains her jHP, a fast and strong pressure/combo tool. Combined with her lowered minimum air dash height, Head-On Fortune distinguishes herself from the litter with oppressive close up pressure. Her Fiber Uppers (623K) also have invulnerability when she's head-on, making it a strong tool to help close in on opponents from midrange.
- Headless Mode: After using Cat Strike (214P) or Cat Spike (j214P), Ms Fortune removes her head which changes several aspects of her playstyle. In headless mode the HP button becomes dedicated to controlling the head, which has its own unique set of moves. The head can control space from a distance separately from the body, or it can be used to make some of her unsafe moves and approaches much safer. Headless gives up some of her brute force from head-on, but gains good control tools to work from any distance.
- Versatile Mobility: Ms. Fortune's ground dash is a very important mobility tool due to its high speed and low hurtbox, allowing it to low profile a number of projectiles and even some normals. She also has a double jump, a far traveling air dash, and small air hurtboxes, making her very elusive in the air as well. Additionally, her Fiber Upper is a great fast mobility tool that gives her a strong diagonal vector into the air.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Light | Run | Yes | Yes | 6 (Head on) 8 (Headless) |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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37 | 37 | 90 | 31 | 32 |
Assists
Fiber Upper (H) (default assist)
An invulnerable DP assist. 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 (some characters who can easily convert are Valentine, Painwheel and Eliza). Using M Fiber can make conversions a bit easier but she loses some of invincibility. All versions still retain full invulnerability even if Ms. Fortune is headless.
5HK (default assist)
A lockdown assist. When called headless, she will do headless 5HK. 5MP is another, similar assist choice, which becomes headless 5MP without the head. However these two are outshined by any proper lockdown assist. 5MK is another choice that works head-on or headless, but is a bit worse in function.
Cat Slide
A single hitting, forward traveling low assist. Has a good range and can be converted from using OTG if it hits. It helps with mix-ups and pressure and will low profile a lot of attacks, but has the downside of requiring Fortune to be headless. Becomes 2MK if she has the head.
Cat Strike / Cat Call
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. Shows up as 'Be Headed' on the custom assist selection.
Dash
Usually seen in trios who don't really benefit from her other assists. The whole purpose of this assist is to provide a strong alpha counter option, since it allows you to input anything after Fortune comes in.
Throw
Not a terrible grab assist because, since the animation takes so long, it's not hard to convert without using the OTG but has poor range.
El Gato
Overhead assist, only works when Fortune is headless. As head on this assist turns into 5MK.
Other Headless Assists
In addition to the above, some other overlapping commands give Ms. Fortune different attacks with her Head On and when Headless Ms. Fortune. These inputs can effectively give Fortune two custom assists at the same time. Other inputs seem as if they would give a double assist but don't. Some have unexpected effects, such as allowing Fortune to use a single hit HP Cat Scratch while Headless.
Custom Assist Command | Assist with Head On | Assist when Headless |
4/5/6HP | s.HP | Headbutt |
1/3HP | c.HP | Zoom! |
2HP | c.HP | Headbutt |
236HP | Cat Scratch (1st hit) | Cat Scratch (3rd hit) |
623HP | c.HP | Zoom! |
Move List
Character Mechanic: Headless Mode
Ms. Fortune can remove her head by using Cat Strike (214P), using Cat Spike (j214P), by getting hit by a snapback or through optional enders on her level 1 supers. While Ms. Fortune is headless...
- The HP button becomes dedicated to controlling and attacking with the head. This means that Ms. Fortune doesn't have access to her HP normals while headless.
- Ms. Fortune can hit her own head which turns into a hitbox as its launched into the air. Doing this inflicts no damage to herself. See 'Decap Attack' under the headless moves section.
- The head can be hit for 58.3% of normal damage. If both the point and the head get caught in the same combo, it will do tons of extra damage, making this scenario one of the biggest risks of being headless.
- The damage follows the damage scaling rules and also, curiously, adds one extra damage to later hits, but only if the head was hit at least once during the starting string(?) idk the rules are weird.)
- When ONLY Ms. Fortune is hit, the head will have projectile invul so it will not absorb hits that are meant for the head, but will lose that invul when the head is hit, so route wisely.
Some other traits are changed as well:
- 5MP and 5HK are changed since the head-on animations use the head.
- Ms. Fortune's normals and Fiber Upper have increased damage when she is headless. In the move data, the two different values will be listed as: Head on dmg / Headless dmg.
- The rekka enders Cat Slide and ground El Gato become specials that can be used on their own, enhancing her grounded mixup game.
- Her minimum instant airdash height is increased, weakening her IAD mixups by a pinch.
- Fiber Upper becomes throw invulnerable only, but she is able to perform the follow-up if any of the hits connect.
Lastly, it's worth noting that Ms. Fortune retains the same hurtboxes she has during head-on, meaning she still has a hurtbox where her head would be.
Standing Normals
Neko Pun-ch Toggle Hitboxes Toggle Hitboxes
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Hand Shake Toggle Hitboxes Toggle Hitboxes
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Ears Pierced Toggle Hitboxes Toggle Hitboxes
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Fishbone Flop Toggle Hitboxes Toggle Hitboxes
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One Two Punisher Toggle Hitboxes Toggle Hitboxes
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Wheel of Fortune Toggle Hitboxes Toggle Hitboxes
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Limber Up Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Toy Touch Toggle Hitboxes Toggle Hitboxes
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Hand In Hand Toggle Hitboxes Toggle Hitboxes
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High Brow Toggle Hitboxes Toggle Hitboxes
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Knees and Toes Toggle Hitboxes Toggle Hitboxes
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Nail Clipper Toggle Hitboxes Toggle Hitboxes
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Kitten Spin Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Claws for Alarm Toggle Hitboxes Toggle Hitboxes
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Claws for Concern Toggle Hitboxes Toggle Hitboxes
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X-scrape Claws Toggle Hitboxes Toggle Hitboxes
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Shock and Paw Toggle Hitboxes Toggle Hitboxes
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Footloose Toggle Hitboxes Toggle Hitboxes
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Flying Screen Door Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Apotemnophobia Toggle Hitboxes Toggle Hitboxes
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Cat Ceiling Toggle Hitboxes Toggle Hitboxes
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Alley Cat Oop Toggle Hitboxes Toggle Hitboxes
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Cat-apult Toggle Hitboxes Toggle Hitboxes
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Specials
Toggle Hitboxes Toggle Hitboxes
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"Wreck-a your face!" Toggle Hitboxes Toggle Hitboxes
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"Wreck-a your shins!" Toggle Hitboxes Toggle Hitboxes
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"Rolling start!" Toggle Hitboxes Toggle Hitboxes
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"Heads up!" Toggle Hitboxes Toggle Hitboxes
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"Streeetch!" Toggle Hitboxes Toggle Hitboxes
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"Cat's claw!" Toggle Hitboxes Toggle Hitboxes
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"Here body, body..."
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Head Moves
Toggle Hitboxes Toggle Hitboxes
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"A-choo!~" Toggle Hitboxes Toggle Hitboxes
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Supers
"Fur-serker Purr-rage!" Toggle Hitboxes Toggle Hitboxes
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"I'll take a stab at it!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Nyaaa~"
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"Nyaaa~"
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Esoteric
- If she gets hit by a snap while Head-on, she will be forced to go Headless while leaving the screen.
- Except if she is hit by Beowulf's alternative snap in Grab Stance. In this case she will stay Head-on.
- Ms. Fortune's head will become invulnerable during a double snap.
- When head attacks are cancelled into each other, each move's individual recovery is summed with an additional 8f of recovery.
- Eg, Zoom & Sneeze each have 50f of recovery individually. So Zoom -> Sneeze will have 108f of recovery.
- When performing a double jump within 2f of a jump, Ms. Fortune's air normals become mids until she lands.
- jLK therefore cannot be used for instant double jump overheads vs crouching opponents.
- Except vs Cerebella; she can be hit while crouching by instant double jump jLK if you double jump on the 3rd frame exactly.
- jLK therefore cannot be used for instant double jump overheads vs crouching opponents.
- Cat Scratch Fever and Feral Edge can both perform their Head-on to Headless transition attacks when the opponent blocks the super while their assist (or head if they are playing Headless Ms. Fortune) gets hit. This can be used to make either super safe on block.
- Both supers can be punished in this situation via a well timed PBGC, see the Counter Strategy section for details.
Colors
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Color 1![]() Default color palette. |
Color 2![]() Original alternate color palette. |
Color 3![]() Based on Reiko Hinomoto from Rumble Roses. |
Color 4![]() Original color palette based on Ms. Fortune's original costume design. |
Color 5![]() Based on White Ranger from Mighty Morphin Power Rangers. |
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Color 6![]() Based on Shelly, a character associated with Megalomaniac, an NPC from Gaia Online designed by Alex Ahad. |
Color 7![]() Based on Celty Sturluson from Durarara!!. |
Color 8![]() Based on Black★Rock Shooter. |
Color 9![]() Based on Morrigan Aensland from Darkstalkers. |
Color 10![]() Based on Fran from Final Fantasy XII. |
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Color 11![]() Original color palette based on the Xbox 360. |
Color 12![]() Original color palette based on the Playstation 3. |
Color 13![]() Based on "Blue" Mary Ryan from King of Fighters. |
Color 14![]() Based on Leona Heidern from King of Fighters. |
Color 15![]() Based on PUSSYCAT, a claymation short film by Takena. |
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Color 16![]() Based on the Thief from Dungeons and Dragons: Shadow of Mystara. |
Color 17![]() Based on Etna from Disgaea. |
Color 18![]() Based on Mami Tomoe from Puella Magi Madoka Magica. |
Color 19![]() Based on Black Orchid from Killer Instinct. Crowdfunding request. |
Color 20![]() Original alternate color palette. |
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Color 21![]() Based on She Hulk from Marvel Vs Capcom 3. Crowdfunding request. |
Color 22![]() Based on the original character Trades by Shouhda. Crowdfunding request. |
Color 23![]() Based on Makoto Nanaya from BlazBlue. |
Color 24![]() Based on Felicia's A2 palette from Marvel vs. Capcom 2. |
Color 25![]() Based on Elena from Street Fighter III: 3rd Strike. |
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Color 26![]() Based on Mashu Kyrielight from Fate. |
Color 27![]() Based on Tracer from Overwatch |
Color 28![]() Based on Sly Cooper from the Sly Cooper series. |
Color 29![]() Based on her outfit from the Skullgirls Webtoon series. |
Color 30![]() Based on Juri Han from Street Fighter (SF6 design). |
Intro Poses
Fortune has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
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Intro pose 1: Hold ![]() ![]() Fortune turns around and shreds her coat. Let's see if you're up to scratch. |
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Intro pose 2: Hold ![]() ![]() Head walks on screen, then she pierces herself together. Time to pull myself together. |
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Intro pose 3: Hold ![]() ![]() Stretches and yawns. Nyaa~ |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Caio Lugon @Caio_Lugon |
![]() Brazil |
Active | ![]() ![]() ![]() OG Fortune player. Created a lot of tech and is a top head-on and headless player. Example Play | |
Elda Taluda |
![]() United States |
Active | ![]() ![]() ![]() Long time top 8 mainstay. Plays almost entirely head-on. Example Play | |
Max | ![]() European Union |
Active | ![]() ![]() ![]() EU's Best fortune, very swag Example Play | |
Fullbleed @itsmefullbleed |
![]() United States |
Active | ![]() ![]() ![]() Headless aficionado with multiple top 8 appearances and the creator of the CSF headless corner oki. Example Play | |
LazyDiablos |
![]() United States |
Hibernation | ![]() ![]() Put Fortune/Butcher's on the map. Almost entirely head-on. Example Play | |
penpen @penpen0860g |
![]() Japan 神戸 (Koube) |
Active | ![]() ![]() ![]() High level Fortune player (head-on and headless) and tech monster. Streams regularly on twitch Example Play | |
PME @PME_SG |
![]() United States NJ |
Active | ![]() ![]() ![]() PME stands for "Primate Mangler Extraordinaire" Example Play | |
Ramsnacks @oiramsnacks |
![]() Australia |
Active | ![]() ![]() ![]() Top OCE Fortune, headless tech master and one of the first to use dash assist. Example Play | |
Sunset Radiance @SunsetVtuber |
![]() United States CA |
Back from hiatus | Various Plays head-on and headless. Fortune/Annie/Robo. ![]() ![]() ![]() |