Skullgirls/Ms. Fortune/Strategy

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Strategy

I hope you like rushdown and setplay.

Goals

Head-On
You want to go in and score a hit as fast as possible. Strong pressure and speed is your game.
Headless
Your foremost priority is to get the head off safely and into a good position, to get your strong setplay started. This is usually done either mid-combo or after a hard knockdown. This strategy requires you to land a hit as Head-On in the first place. However some players prefer to get the head off in neutral, since they prefer playing Headless' neutral game. In neutral you will usually want the head close to the action and preferably behind the opponent. You are still perfectly capable of rushing down, however going headless costs you the incinvibilty on Fiber which results in lots of Headless players, playing a bit more defensive and poking the opponent with the head. When poking with the head you will look for confirms with Nom or Sneeze to get a combo started.

Offense

Head-On
c.LK is a godlike low, it's fast and has good range. The catch is: you can only hitconfirm it from max range with either s.MK or s.HP.
s.MK is pbgc-punishable on block. s.HP can be made safe with L rekka but requires a much trickier followup that also uses OTG. Your starter after c.LK, s.HP will be Rekka x2 Slide, c.LK, s.HK(2), L Fiber, AD j.HP, M Gato to get a proper restand. In general the s.HP confirm is considered being superior due to being safe and being pushblock bait at the same time. It is also way easier with an assist.
Fortune has pretty much the best jab in the game. Run up and check opponents with it, it's fast and has good reach. You can go straight into c.LK or AD overhead/throw after you see them block it.
Since Fortune is an airdasher she can make use of all of her airbuttons as quick overheads.
j.LP is your fastest overhead. It's also a great button for crossups.
j.LK is your second fastest overhead and has an amazing hitbox. A strong multi purpose button, it can cross, it has easy hitconfirms, great range used for burstbaits ect. Leads to a powerful triple overhead blockstring that is: jump in j.LK, ADC j.LK, j.MP. Each button will combo on hit.


Headless
Pressure and mixups are similar since you keep most of your offensive tools, you just get to add more stuff to the mix:
You get to use standing El Gato and Slide outside of Rekka which gives you another layer of high/low in your standing blockstrings. Slide is safe as long as it hits the head, otherwise punishable.
When your opponent is sandwiched between you and your head, you can go for pretty safe and scary pressure if you attack in tandem with your head. Especially in the corner.
If you stand on top of the head your attacks will make it bounce which adds extra blockstun.
Adding sneeze to the mix is a great option to check opponents who try to get out of your pressure.
Keep in mind that s.HP and Rekka aren't aviable to you, so long range confirms cannot be done without the head.

Neutral

Head-On
Your movement is amazing, use it to outmaneuver your opponent. Or just run up and hit them.
Jab comes in handy in most close up situations. c.LK is your go to low poke. s.HP is a decent long range poke.
j.MP and j.MK are your go to air to air buttons.
H Fiber covers a huge distance and is hard to challenge additionally you can use it as a movement option, since it launches you pretty far upwards to get above your opponent.
Headless
Again similar to Head-on but you have to babysit your Head this time. Your opponent is able to hit the head and keep it on lockout while doing damage to you, so try to avoid situations where your opponent is save to start bullying it.
In general the head gives you a strong edge in neutral though, since it poses another thread the opponent has to deal with. Most of the Head's moves cover a large distance which gives you strong space control.
Use Zoom and Nom for grounded opponents. Zoom is faster and goes further while Nom is more active and a hitgrab. Nom is also great aganist landing opponents, it will most likely catch them in landing recovery after an airnormal or they simply forget to block after landing. This happens a lot. Canceling Zoom into Nom leads to an easy hitconfirm.
Sneeze is great for directly swatting opponents out of the air. It's also invincible, if you find the gap you can use it to escape head bullying with it. Or simply stuff out a move.
To close distance with the head you can launch or fiber it. If you use fiber you can ADC into j.HK to make it go even further. If you launch your Head it turns into a projectile until it touches the ground again. Using Slide on your head is also a good way to move some grounded distance with it.

Defense

Head-On
Headless
Nom
Other techniques
nom

Counterplay

Ms Fortune's standard hitconfirm (2LK 5MK) can be PBGC punished by the majority of the cast:

  • Filia - 2MK, Gregor (can be reaction counter-reversaled), Fenrir
  • Cerebella - 2LK, 236LP+LK, Dynamo, 360
  • Peacock - 2LP, Throw, Argus (reaction countered with 214P kara, CSF)
  • Parasoul - LP, cr.LP, Lvl 3 (reaction super DHC depending on DHC maybe)
  • Ms. Fortune - 2LK, CSF, Level 3
  • Painwheel - 2LK, Throw, L Buer, DeathCrawl (can be reaction counter-reversaled), Level 3 (reaction head toss)
  • Valentine - 5LP, 2LP, 2LK, EKG (can be reaction counter-reversaled but both miss, 214P (kara) CSF to counter), Scalpels (reaction CSF), Level 3, Level 5
  • Double - 2LK, Clide, Car (reaction 623HK/214P), Level 3
  • Squigly - 2LK, SBO (reaction super into DHC), Daisy (reaction super into DHC), Level 5
  • Big Band - 2LK, 623LP, SSJ, Level 3, Level 5
  • Eliza - 2LK
  • Fukua - 2MK, DoMD, Level 3, Level 5
  • Beowulf - 2LK, Arm, level 3, Wulfamania
  • Robo-Fortune - 5LP and 2MK


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