Skullgirls/Ms. Fortune

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SG msf icon.png

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.

Basics

For more guides and resources jump to the External Links section.

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.

Important Moves

  • 5LP - Fastest jab in the game with a great hitbox. Can also be used to challenge IAD approaches.
  • 2LK - One of the farthest reaching lows in the game with very little blockstun, making it hard to pushblock.
  • 5HP - Far reaching poke that leads to a full combo and standard heavy counter hit starter.
  • jLK - Main air to ground and air to air poke. Reaches pretty far in front of and below Fortune.
  • jMK - A strong air-to-air that is great for catching defensive airborne opponents (Valentine/Painwheel). The momentum of this move makes it great for covering a large distance in a single jump.
  • Reversals
    • Fiber Uppercut (623K) - Main DP that can also be used for mobility
    • Cat Scratch Fever (236PP)
    • Feral Edge (j214KK) - Air reversal

Headless Mode

SG msf headless.png

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 50% 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.

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.
  • 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.

Stats

Movement

Weight Dash Double Jump Airdash IAD Lockout
Light Run Yes Yes 6 (Head on)
8 (Headless)

Chains

Standing Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Crouching Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Air Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
37 37 6 31 32


Move List

Standing Normals

SG msf slp.png
SG msf slp hb.png
Neko Pun-ch
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 225 / 250 2.5% +4 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 2 12 17 18 7 N/A
  • Best jab in the game being only 5f with a really good hitbox. You can also use it as an anti-air and even OTG with this move. Chains into itself once.
SG msf smp.png
SG msf smp hb.png
Facepalm
Toggle Hitboxes
Toggle Hitboxes
5MP Head On s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 115 x4, 400 (25 x4, 50) 2.25% x5 -7 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3, 3, 3, 3, 8 22 21 x4, 22 20 x4, 21 1 x4, 9 N/A
  • Multi-hit normal that does good damage at full scaling.
  • The only normal to cause chip damage
SG msf smp hl.png
SG msf smp hl hb.png
Hand Shake
Toggle Hitboxes
Toggle Hitboxes
5MP (Headless) Headless s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 600 7.5% -1 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 2 20 20 22 9 N/A
  • Combo filler.
  • Headless hitconfirm option as it is + on block and can't be PBGC'd (2LK 5MP).
SG msf shp.png
SG msf shp hb.png
Ears Pierced
Toggle Hitboxes
Toggle Hitboxes
5HP Head On s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 10% ±0 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 4 25 28 19 12 N/A
  • Pretty fast and very long range poke that leads into full combo. It's also her most damaging normal.
  • Standard heavy counterhit starter.
SG msf slk.png
SG msf slk hb.png
Fishbone Flop
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 315 / 350 2.5% -3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 2 19 17 18 7 N/A
  • Has a bit more hitstun than 2LK (combos into 5HK) and does a bit more damage. Don't use it outside of combos.
SG msf smk.png
SG msf smk hb.png
One Two Punisher
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 270, 360 / 300, 400 3.75% x2 -1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2, (8), 3 22 18, 23 19, 21 5, 9 N/A
  • Has two hits, use it after 2LK to hit-confirm into your combos and blockstrings.
SG msf shk.png
SG msf shk hb.png
Wheel of Fortune
Toggle Hitboxes
Toggle Hitboxes
5HK Head On s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 270, 315, 540 3.33% x3 +3 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3, (7), 3, (7), 3 23 23 x2, 28 18 x2, 19 3 x2, 11 N/A
  • A slow 3 hit normal that's easy to hit-confirm. It makes Fortune step forward a bit and hits behind her allowing some very fast cross-ups.
SG msf shk hl.png
SG msf shk hl hb.png
Limber Up
Toggle Hitboxes
Toggle Hitboxes
5HK (Headless) Headless s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 1050 10% -5 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2 33 29 21 12 N/A
  • Becomes the launcher while headless since 2HP is not available. Can be used to kick the head around and to position it.

Crouching Normals

SG msf clp.png
SG msf clp hb.png
Toy Touch
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 225 / 250 2.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2 13 17 18 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 225 / 250 2.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 13 17 18 7 N/A
  • Makes her hitbox very small and it's also very fast but doesn't hit far. A good normal for low profiling moves. Chains into itself once.
SG msf cmp.png
SG msf cmp hb.png
Hand In Hand
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 383 / 425 7.5% -5 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3 24 21 18 9 N/A
  • Ok poke and anti-air but mostly a combo filler. Also hits both sides so you can do 2MP, 5HK/2HK to get a few hits on an assist behind you or on the head to get it out of the corner.
SG msf chp.png
SG msf chp hb.png
High Brow
Toggle Hitboxes
Toggle Hitboxes
2HP Head On c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 1000 10% -4 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3 31 29 21 12 N/A
  • Head-on launcher and mediocre anti-air, mostly used in combos.
SG msf clk.png
SG msf clk hb.png
Knees and Toes
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 248 / 275 2.5% +4 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 11 16 14 7 N/A
  • Your go-to low and poke and main combo starter. One of the farthest reaching 2lks in the game. It has very little hitstun making it hard to pushblock and great for tick throws. Also good for moving the head around and can low-profile some projectiles.
SG msf cmk.png
SG msf cmk hb.png
Nail Clipper
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 405 / 450 7.5% +1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3 20 23 19 9 N/A
  • Combo filler.
SG msf chk.png
SG msf chk hb.png
Kitten Spin
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 315, 765 / 350, 850 5% x2 Soft KD, Soft KD (Invuln.) -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3, (10), 3 25 13, 14 16, 17 9, 11 N/A
  • 2-hit sweep that can low-profile some projectiles.
  • Gives an invulnerable soft knockdown on the second hit only. The first hit causes a knockdown that gives the opponent an immediate ground recovery but still leaves the opponent fully vulnerable before touching the ground. You can cancel the first hit into L Fiber Upper to combo.
  • Hits in front and behind Fortune.

Jumping Normals

SG msf jlp.png
SG msf jlp hb.png
Claws for Alarm
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 225 / 250 2.5% +1 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 16 19 18 7 N/A
  • Tied for fastest air normal in the game. The hitbox hits behind Fortune. Great reset and cross-up tool and good for challenging opponents in the air at close range, such as during a reset.
SG msf jmp.png
SG msf jmp hb.png
Claws for Concern
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 360 / 400 7.5% +3 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3 15 20 20 9 N/A
  • Good for air-to-air confirms as it hits opponents above you. Sends the opponent up a little on hit so it's good for resets and burst baits.
SG msf jhp.png
SG msf jhp hb.png
X-scrape Claws
Toggle Hitboxes
Toggle Hitboxes
jHP Head On j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 775 10% +1 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3 18 21 18 11 N/A
  • Hitbox may cross-up, good for pressuring the opponent and ok at controlling space. Good neutral game tool and VERY important combo tool.
SG msf jlk.png
SG msf jlk hb.png
Shock and Paw
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 270 / 300 2.5% +8 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 11 20 18 7 N/A
  • Probably Fortune's best air normal. Fast, has a good range, lot of hitstun, may cross-up, leads into easy confirms, etc. Use this a lot in neutral (instant jLK, ADC, jLK, 214LK/jMP is godlike).
  • This is also your go-to normal for fuzzy overheads.
SG msf jmk.png
SG msf jmk hb.png
Footloose
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 270, 360 / 300, 400 3.75% x2 +7 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3, (13), 3 12 17, 21 20, 24 6, 10 N/A
  • Has 2 hits and alters her air momentum to keep her in the air for a bit. Good pressure and combo tool and your best attack to challenge characters that like to stay in the air a lot like Painwheel and Valentine. jMK fastfall allows for some of Fortune's best reset options.
SG msf jhk.png
SG msf jhk hb.png
Flying Screen Door
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 855 / 950 10% Soft KD (vs air),
KD (vs air, chained into)
-2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 5 13 23 22 12 N/A
  • Slow but has a good hitbox. Better than j.hp to control space with so its pretty important in headless neutral.
  • When used outside of a chain combo, causes a soft KD against aerial opponents, allowing an immediate ground recovery.

Universal Mechanics

SG msf throw.png
SG msf throw hb.png
Apotemnophobia
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 0, 100 x5, 300 0, 3.6% x5, 0 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
SG msf airthrow.png
SG msf airthrow hb.png
Cat Ceiling
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling,
Airdash Cancel
0, 1000 0, 15% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 19 N/A N/A N/A N/A
  • Ms. Fortune can cancel the recovery of her standard air throw with an airdash, allowing her to start a follow up combo with an air normal. She can always cancel directly into a Feral Edge to get an easier follow up at the cost of some meter.
SG msf tag.png
SG msf tag hb.png
Alley Cat Oop
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag 500 2.5% KD -22 (At best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 22 49 23 17 (9) 9 N/A
  • Ms. Fortune tags in head first, catching and reattaching her head as it bounces off the opponent from the attack. There is no attack from the body when tagging in Headless, but commands for head attacks will work as soon as Ms. Fortune becomes the point character. Head-on version cannot cross up.
SG msf snap.png
SG msf snap hb.png
Cat-apult
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -25
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 1, (5)*, 49* 42 14 17 13 9
  • If Ms. Fortune hits her own head with her snapback, the head bounces across the screen extremely quickly for multiple hits and will still counts as a snapback.
  • If Ms. Fortune gets hit by a snapback with her Head On, she'll drop her head and leave it on screen.
  • Ms. Fortune's head will become invulnerable during a double snap.


* If the head is struck.

Specials

SG msf qcfp.png
SG msf qcfp hb.png
Toggle Hitboxes
Toggle Hitboxes
Cat Scratch Sg 236.png + Sg p.png
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 (100) → 350 (100) → 950 (150) (2.5%) 9% → (2.5%) 9% → (2.5%) 9% +3 → -3 → KD ±0 → -5 → -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 → 12 → 15 3 → 3 → 4 19 → 24 → 27 24 → 23 → 28 22 → 21 → 23 9 → 9 → 11 N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350 (100) → 400 (100) → 1100 (150) (2.5%) 9% → (2.5%) 9% → (2.5%) 9% -3 → -7 → KD -8 → -10 → -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 → 16 → 17 4 → 3 → 4 27 → 30 → 28 27 → 25 → 28 22 → 22 → 24 10 → 10 → 11 N/A
Sg hp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 (100) → 450 (100) → 1250 (150) (2.5%) 9% → (2.5%) 9% → (2.5%) 9% -2 → -9 → KD -9 → -13 → -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
23 → 20 → 20 4 → 3 → 4 29 → 34 → 30 30 → 27 → 28 23 → 23 → 25 11 → 10 → 12 N/A
  • Ms. Fortune's rekka. While head-on, two additional followup hits can be done by pressing P. The first button used to execute the attack will determine the version for the 2nd and 3rd hits. After the 1st or 2nd hits, you can choose to finish with either Cat Slide (2K) or El Gato (K). She can also cancel the 2nd hit directly into Cat Strike (214P).
  • The first hit of the L version leaves you at +0 on block.
  • While headless, this move will only perform the last hit, and the Cat Slide / El Gato follow ups can be done on their own.
  • When trying to cancel Rekka into Headroll, holding back at the end of the input (21[4]HP) increases the buffer window, making it much easier to do.
SG msf rekkak.png
SG msf rekkak hb.png
"Wreck-a your face!"
Toggle Hitboxes
Toggle Hitboxes
El Gato After Cat Scratch:
Sg k.png
From Cat Scratch Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1100 (100) (2.5%) 9% Ground Bounce +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
30 3 17 26 20 12 N/A
Headless Sg 214.png + Sg k.png Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1100 (100) (2.5%) 9% Ground Bounce -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
25 3 21 26 20 12 N/A
  • Hits high and will not combo from any hit or any version of Cat Scratch. +1 on block but can be jabbed before it comes out. You can OTG after into a full combo.
SG msf rekkadk.png
SG msf rekkadk hb.png
"Wreck-a your shins!"
Toggle Hitboxes
Toggle Hitboxes
Cat Slide After Cat Scratch:
2.gif + Sg k.png
From Cat Scratch Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 450 (100) (2.5%) 9% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 15 17 18 21 10 N/A
Headless Sg 236.png + Sg k.png Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 450 (100) (2.5%) 9% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 15 17 18 21 10 N/A
  • Hits low and will combo from Cat Scratch on hit, allowing for a pick-up with an OTG. Its -10 on block but can open up opponents trying to get out of pressure.
SG msf qcbp.png
SG msf qcbp hb.png
"Rolling start!"
Toggle Hitboxes
Toggle Hitboxes
Cat Strike Head On Sg 214.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Strike),
Projectile
750, 800 OR 750 x2 (100, 100) (2.5%) 9%, 4.5% Stagger (+45)
OR +7
-2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
30 4, 35 30 26 x2 21, 17 12, 9 N/A
  • Tosses the head. The ground version has a lot of hit invulnerability, it's a safe on block reversal and can't normally be combo'd into, but the second hit staggers so it can easily be combo'd off when it hits up close.
SG msf jqcbp.png
SG msf jqcbp hb.png
"Heads up!"
Toggle Hitboxes
Toggle Hitboxes
Cat Spike (Air Only) Head On Sg 214.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High (1st hit) Projectile 750, 550 (100, 100) (2.5%) 9%, 4.5% KD +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 1, (Until ground) 17 26 x2 21, 17 12, 12 N/A
  • Tosses the head from the air. Can be combo'd into from jHP, jMK and 2HP (by TKing it) and can also be combo'd from. If only the head hits the opponent it still knocks them down so it still allows for the OTG pick-up.
SG msf dpk.png
SG msf dpk hb.png
"Streeetch!"
Toggle Hitboxes
Toggle Hitboxes
Fiber Upper Sg 623.png + Sg k.pngSg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Head On),
Invuln. (Throw) (Headless)
765 / 850 (100) (2.5%) 9% -2 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 1 29 27 17 10 (8 on block) N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Head On),
Invuln. (Throw) (Headless)
495 x2 / 550 x2 (100, 100) (2.5%) 9% x2 -2 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3, 2 32 20, 31 21, 17 5, 10 (5, 9 on block) N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Head On),
Invuln. (Throw) (Headless)
405 x2, 495 / 450 x2, 550 (100, 100, 100) (2.5%) 9% x3 -4 -17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2, 2, 2 36 20x 2, 33 21 x2, 17 5 x2, 10 N/A
  • Ms. Fortune's DP and one of her main mobility tools. It has a jump follow-up when either the first hit connects or all hits whiff, when headless she can do the jump follow-up with any amount of hits (not requiring the first hit). The L version is very important for head-on combos and the H version is a great mobility tool and comboable reversal that's very unsafe on block. It loses the hit invulnerability when headless losing its use as a reversal, but it can still be useful as a comboable anti-air. As an assist, it will always have full invulnerability regardless if Fortune has the head or not.
  • Sg lk.png
    • Invulnerability for 7f of start up.
    • 8f start up on follow up jump.
  • Sg mk.png
    • Invulnerability for 12f of start up.
    • 9f start up on follow up jump.
  • Sg hk.png
    • Invulnerability for all of start up and 2f of active.
    • 11f start up on follow up jump.
SG msf jqcbk.png
SG msf rekkak hb.png
"Cat's claw!"
Toggle Hitboxes
Toggle Hitboxes
El Gato (Air Only) Sg 214.png + Sg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 900 (100) (2.5%) 9% KD (vs air) ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 3 19 22 21 10 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 (100) (2.5%) 9% KD (vs air) -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 3 22 24 22 11 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1100 (100) (2.5%) 9% Ground Bounce,
Sliding KD (vs air)
-13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 3 26 26 24 12 N/A
  • Similar to the rekka follow-up but done in the air. Has three different strengths which all hit mid and will keep your aerial momentum. Very damaging overall so it's pretty common in combos, but it's still a good neutral game tool due to its disjointed hitbox and the way it stops Fortune's air momentum for a moment. The L and M versions knock down airborne opponents but the H version ground bounces standing opponents and gives a sliding knockdown on airborne opponents.
SG msf qcblpmp.png
"Here body, body..."
Cat Call Headless Sg 214.png + Sg lp.png OR Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 N/A 19 N/A N/A N/A N/A
  • The body calls the head to return, running back and re-attaching as P is held. Zoom! and Headbutt can be canceled into Cat Call to have the head return faster.

Head Moves

SG msf decap.png
SG msf decap hb.png
Toggle Hitboxes
Toggle Hitboxes
Decap Attack Hit the head with any strike attack
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 300 (50) 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 N/A 4 23 17 9 N/A
  • Ms. Fortune performs the Decap Attack when hitting her own head at the opponent. It has no single command. Using different moves on her head will send the head at different speeds and angles, but the single hit from the head is always the same. Unlike other head attacks that are considered command normals, this attack will not cancel to any of the head's special moves on hit.
  • The head has 4f of cooldown after landing.
  • Decap attacks do not add undizzy on their own, nor can they trigger a burst.
SG msf head move.png
All Ears 4.gif or 6.gif while holding Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A N/A N/A N/A N/A N/A
  • Holding HP along with a forward or back direction can move the head without attacking.


SG msf head stop.png
Oh, Nothing... During All Ears
Release Sg hp.png while holding 2.gif
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A N/A N/A N/A N/A N/A
  • While moving the head, releasing HP while holding 2 will stop the head without performing an attack.


SG msf head hp.png
SG msf head hp hb.png
Toggle Hitboxes
Toggle Hitboxes
Headbutt Headless Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 675 (1.25%) 2.25% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 22 7 25 22 9 N/A
  • A jab from Ms. Fortunes disembodied head. The Headless attack does not interrupt if the body blocks, but will stop if the body gets hit. The head recovery animation after Headbutt is shorter than all other head attacks. On hit or block, Ms. Fortune can cancel this move into either Feline Allergies or OMNOMNOMNOM, but only the latter will combo, and only from point blank.
* The head has 30f of cooldown after a successful attack.
SG msf head fhp.png
SG msf head fhp hb.png
Toggle Hitboxes
Toggle Hitboxes
Zoom! Headless 4.gif OR 6.gif + Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 675 (1.25%) 2.25% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
23 20 14 22 20 10 N/A
  • A dashing attack from Ms. Fortune's disembodied head that causes a knockdown. If the body blocks or takes a hit during start up or active frames of this move, Zoom! will end immediately. Can be canceled into OMNOMNOM or Feline Allergies for conversions.
SG msf head dphp.png
SG msf head dphp hb.png
"A-choo!~"
Toggle Hitboxes
Toggle Hitboxes
Feline Allergies Headless Sg 623.png + Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Head only),
Projectile
950 (100) (1.25%) 4.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 18 33 34 20 11 (15 on block) N/A
  • The head becomes invincible and tosses itself on an arc, basically the head's DP, if it's close you can use it as a reversal. Can help moving the head around, but has a lot of recovery. The head's most damaging attack. On hit, will launch the opponent into the air. The head will not stop the sneeze if the body blocks or gets hit during the head's start up frames.
  • If you are incoming with Fortune and the head is near, you can use this to catch the opponent attacking you as Fortune enters the screen
SG msf head qcbhp.png
SG msf head qcbhp hb.png
Toggle Hitboxes
Toggle Hitboxes
OMNOMNOMNOM Headless Sg 214.png + Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 55% Damage Scaling 216 x8 (100) (1.25%) 1% x8 KD (After Nom ends) N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 30 4 22 (82) 20 N/A (10 on block) N/A
  • A hit-grab that has a huge recovery period and on hit will send the head flying. Very common combo starter for headless Fortune, very easy to convert from. The head always ends the attack by leaping away from the nearest corner of the screen. This move will continue if the body is blocking, but if the body is hit then the attack will stop.

Supers

SG msf qcfpp.png
SG msf qcfpp hb.png
"Fur-serker Purr-rage!"
Toggle Hitboxes
Toggle Hitboxes
Cat Scratch Fever
Level 1
Sg 236.png + Sg p.png + Sg p.png
Head On Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full)
Chains Backwards (Cat Strike)
350 x10, 1900 (33 x10, 200) -100% Sliding KD -29
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 1 2, [(4), 2,] x9, (21), 12 36 34 x10, 30 31 x10, 18 0 x10, 21 (4 x10, 19 on block) 2
Headless Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 350 x10, 150, 80x17, 900 (33 x11, 10x17, 100) -100% Sliding KD (Head on)
KD (Headless)
-16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 1 2, [(4), 2] x9, (10), 2, (5), 35 18 34 x10, 24, 25 x18 31 x10, 19 x19 0x10, 10, 2x17, 19 (4 x10, 10, 1 x17, 19 on block) 2
  • Ms. Fortune attacks with a series of invulnerable claw swipes, ending with a headbutt and causing a sliding knockdown with her Head On. The Headless version of this super ends with a multi-hit claw drill, dealing damage with many smaller hits before sending the opponent into the air behind Ms. Fortune for a normal knockdown.
  • The head-on version can be canceled into a modified Cat Strike without any invulnerability on hit. This can make it safe when it hits an assist but the point blocks, however, it can be stuffed before it comes out.
  • You can follow-up from the headless version if it's used out of the corner or by hitting with the head.
SG msf jqcbkk.png
SG msf jqcbkk hb.png
"I'll take a stab at it!"
Toggle Hitboxes
Toggle Hitboxes
Feral Edge
Level 1
(Air Only) Sg 214.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
Chains Backwards (Feline Allergies)
250 xN, 550, 850, 1700 (50xN, 100, 200) -100% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 4 (Until ground), (3), 1, (5), 3 65 16 xN, 16 x3 19xN, 19 x3 3xN, 10, 30, 35 (3 xN, 10, 11 on block) 4
  • Ms. Fotune's invulnerable air super dives to the ground, hitting multiple times before she lands. If the initial dive connects, Ms. Fortune preforms a wide arcing tail swipe as the final hit for a knockdown. If she has her Head On, she can cancel the recovery with Feline Allergies for an additional hit that detaches her head.
  • You can get an OTG microdash 5LP if the opponent is close enough from you when you use it. It also has an invincible start-up so it's a pretty solid aerial reversal though it has a significant dead zone in front of it and if it hits backwards the final hit will whiff and the opponent can get a full punish.
  • Can sometimes uncombo if it hits the head, to which the opponent may/may not (will test later- seen) get a punish on you. Alternatively, if the opponent wasn't blocking, you will get a reset with a decent chunk to start.
SG msf qcbpp.png
SG msf qcbpp hb.png
"Get ready for a surprise..."
Toggle Hitboxes
Toggle Hitboxes
The 5th of Dismember
Level 3
Sg 214.png + Sg p.png + Sg p.png (Air OK)
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling,
Hit Grab,
Projectile (2nd hit)
500, 4500 (200, 250) -300% KD -30
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 + 4 --, 3 58 N/A, 25 25, 28 N/A, 25
(10 x2 on block)
9
  • This super hits as Ms. Fortune's limbs fly off screen as a hit grab. On hit, Ms. Fortune and the opponent travel back to the head, taking damage in the explosion. Ms. Fortunes head and body pieces are all completely invulnerable until she re-assembles during the explosion.
  • If it's done far from the ground it can be a bit awkward to punish. All of the limbs that fly off have hitboxes until they leave the screen so it can catch people if they're not careful. Does a lot of damage in the beginning of combos and allows for a followup combo in the corner using OTG, making it a good ender before the final string of a combo. H Fiber then Fifth of Dismember is pretty good as it is fast and can lead to ambigious cross-ups, this is also a good way of closing the gap to punish someone hitting the head while headless.

Taunt

SG msf taunt.png
"Nyaaa~"
Nyaaawn Sg hp.png , Sg lk.png , 6.gif , Sg lp.png , Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 87 N/A N/A N/A N/A
  • Ms. Fortune lets out a yawn while stretching, restoring 5 red HP.
SG msf assist.png
"Nyaaa~"
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 60 N/A N/A N/A N/A


Colors

SG msf color1.png SG msf color2.png SG msf color3.png SG msf color4.png SG msf color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Based on Reiko Hinomoto from Rumble Roses.
Color 4
SGColor4.png
Original color palette based on Ms. Fortune's original costume design.
Color 5
SGColor5.png
Original alternate color palette.

SG msf color6.png SG msf color7.png SG msf color8.png SG msf color9.png SG msf color10.png
Color 6
SGColor6.png
Based on Shelly, a character associated with Megalomaniac, an NPC from Gaia Online designed by Alex Ahad.
Color 7
SGColor7.png
Based on Celty Sturluson from Durarara!!.
Color 8
SGColor8.png
Based on Black★Rock Shooter.
Color 9
SGColor9.png
Based on Morrigan Aensland from Darkstalkers.
Color 10
SGColor10.png
Based on Fran from Final Fantasy XII.

SG msf color11.png SG msf color12.png SG msf color13.png SG msf color14.png SG msf color15.png
Color 11
SGColor11.png
Original color palette based on the Xbox 360.
Color 12
SGColor12.png
Original color palette based on the Playstation 3.
Color 13
SGColor13.png
Based on "Blue" Mary Ryan from King of Fighters.
Color 14
SGColor14.png
Based on Leona Heidern from King of Fighters.
Color 15
SGColor15.png
Based on PUSSYCAT, a claymation short film by Takena.

SG msf color16.png SG msf color17.png SG msf color18.png SG msf color19.png SG msf color20.png
Color 16
SGColor16.png
Based on the Thief from Dungeons and Dragons: Shadow of Mystara.
Color 17
SGColor17.png
Based on Etna from Disgaea.
Color 18
SGColor18.png
Based on Mami Tomoe from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Based on Black Orchid from Killer Instinct. Crowdfunding request.
Color 20
SGColor20.png
Original alternate color palette.

SG msf color21.png SG msf color22.png SG msf color23.png SG msf color24.png SG msf color25.png
Color 21
SGColor21.png
Based on She Hulk from Marvel Vs Capcom 3. Crowdfunding request.
Color 22
SGColor22.png
Based on the original character Trades by Shouhda. Crowdfunding request.
Color 23
SGColor23.png
Based on Makoto Nanaya from BlazBlue.
Color 24
SGColor24.png
Based on Felicia's A2 palette from Marvel vs. Capcom 2.
Color 25
SGColor25.png
Based on Elena from Street Fighter III: 3rd Strike.

Fortune 27.png Fortune 26.png
Color 26
SGColor26.png
Based on Mashu Kyrielight from Fate.
Color 27
SGColor27.png
Based on Tracer from Overwatch



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.

Fortune intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Fortune turns around and shreds her coat.
Let's see if you're up to scratch.
Fotune intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Head walks on screen, then she pierces herself together.
Time to pull myself together.
SG msf taunt.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
Stretches and yawns.
Nyaa~

External Links

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.


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