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.
Playstyle
Ms. Fortune is a hybrid character that can switch from a mobile rushdown playstyle to an oppressive puppet archetype at will. |
Pros |
Cons |
- Mobility: Her low-profile dash, airdash, double jump, and Fiber Upper special allow Ms. Fortune to effectively traverse the screen and position herself favorably.
- Head-On: Head-On mode boasts great corner carry, strong offense, above average meter gain, and a great meterless reversal, at the cost of relatively modest damage output.
- Headless: While she does lose some invuln on her meterless reversal, Headless more than makes up for it by virtue of having the strongest blockstring pressure in the game, very high corner damage off any mix-up, and a plethora of unique tools thanks to her puppet mechanics.
- Strong Supers: Regardless of mode, Fortune's supers are all strong reversal options with good utility. She can also use both level 1s to transition into Headless mode, and she can convert either level 1 into a full combo if she's already Headless.
|
- Assists: Ms. Fortune's assist variety is undeniably lacking. While M/H Fiber are both strong DP assists, the rest of her assist options are often niche (dash assist), comparatively bad (5MK), or have properties that change depending on the mode Fortune is in (5HK, Cat Slide).
- Getting hit by a combo with head: The head takes 50% damage from the opponent's attacks (which stacks if the body is also hit), so reckless use and certain matchups can really limit its viability. She also loses her primary meterless reversal when Headless, though she still has the fastest jab in the game and her metered reversals aren't affected.
|
Video Overview
Stats
Chains
Standing
|
5 Buttons: → → → → or
|
Crouching
|
5 Buttons: → → → → or
|
Air
|
6 Buttons: → → → → →
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Light
|
Run
|
Yes
|
Yes
|
6 (Head on) 8 (Headless)
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
37
|
37
|
90
|
31
|
32
|
Assists
Fiber Upper (H) (default assist)
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
|
5LP
|
s.
|
|
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.
- Can be used as an anti-air.
- Chains into itself once.
|
|
Facepalm Toggle Hitboxes Toggle Hitboxes
|
5MP
|
Head On s.
|
|
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.
- Good for breaking armor.
- The only normal to cause chip damage
|
|
Hand Shake Toggle Hitboxes Toggle Hitboxes
|
5MP (Headless)
|
Headless s.
|
|
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
|
|
|
- Use to hitconfirm after 2LK while Headless as it is + on block and generally PBGC safe.
- Does not reach at max 2LK range.
|
|
Ears Pierced Toggle Hitboxes Toggle Hitboxes
|
5HP
|
Head On s.
|
|
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.
- Her most damaging normal.
- Standard heavy counterhit starter.
|
|
Fishbone Flop Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
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
|
|
|
- Combo filler.
- Has a bit more hitstun than 2LK (combos into 5HK) and does a bit more damage.
|
|
One Two Punisher Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
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
|
|
|
- Standard hitconfirm for both head-on and headless after 2LK.
|
|
Wheel of Fortune Toggle Hitboxes Toggle Hitboxes
|
5HK
|
Head On s.
|
|
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 with good range and suction on hit.
- Fortune steps forward a bit and hits behind her allowing some very fast cross-ups.
|
|
Limber Up Toggle Hitboxes Toggle Hitboxes
|
5HK (Headless)
|
Headless s.
|
|
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.
- Great for kicking the head around for positioning.
|
|
Crouching Normals
Toy Touch Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
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
|
|
|
- Short range but shrinks her hurtbox a lot, making it great for low profiling moves.
- Chains into itself once.
|
|
Hand In Hand Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
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 situational anti-air.
- Mainly combo filler.
- Hits both sides so it's great for hitting the head when it's behind you.
|
|
High Brow Toggle Hitboxes Toggle Hitboxes
|
2HP
|
Head On c.
|
|
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.
|
|
Knees and Toes Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
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
|
|
|
- Very long range low poke.
- Your main combo starter.
- Very low blockstun makes it great for tick throws and makes it hard to pushblock.
|
|
Nail Clipper Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
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
|
|
|
|
|
Kitten Spin Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
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 can be combo'd off of (e.g. with L Fiber).
- Hits in front and behind Fortune.
|
|
Jumping Normals
Claws for Alarm Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
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
|
|
|
- Joint fastest air normal in the game.
- Good for cross-ups and for mashing out of loose air resets.
- Poor horizontal range.
|
|
Claws for Concern Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
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
|
|
|
- One of the few air normals that hits above you which means it's a decent air-to-air.
- Good for conversions into 214MK.
|
|
X-scrape Claws Toggle Hitboxes Toggle Hitboxes
|
jHP
|
Head On j.
|
|
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
|
|
|
- Can hit cross-up.
- Can be used as a slow-ish IAD tool.
|
|
Shock and Paw Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
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
|
|
|
- Ms. Fortune's best air normal. It's fast with good range and can be confirmed easily.
- Leads to great pressure on block (jLK ADC jLK jMP is very strong).
- Your primary IAD overhead.
- Rising jLK hits some crouching characters (Big Band, Eliza, Beowulf) and can be used to fuzzy overhead opponents.
|
|
Footloose Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
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
|
|
|
- Good horizontal and vertical range.
- Can be easily confirmed with j214MK.
- Your main tool for catching airborne opponents above you.
- Alters her air momentum which makes it good for movement and stalling in the air.
- On hit/block you can fastfall after the first hit with jHP/jHK.
|
|
Flying Screen Door Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
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 leads to high damage on hit.
- Causes a techable knockdown if not chained into on aerial opponents.
|
|
Universal Mechanics
Apotemnophobia Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
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
|
|
|
- Long animation gives plenty of time to move your head into position.
- Can be converted off of both from Head-on and Headless (note: Head-on conversion is difficult/character specific).
|
|
Cat Ceiling Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (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
|
|
|
- The recovery can be cancelled with an airdash, special or super for conversions.
|
|
Alley Cat Oop Toggle Hitboxes Toggle Hitboxes
|
|
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
|
|
|
- The head tags in first before reattaching to her body when Head-on.
- The Headless version does not attack on its own but allows you to move/command the head after 15f of startup. Although the head can be hit beforehand, leaving Ms. Fortune vulnerable.
- This makes Headless' tag the possibility to be either the safest in the game or the easiest to punish.
- The Head-on version may not always reattach the head if the screen position changes during the tag animation.
|
|
Cat-apult Toggle Hitboxes Toggle Hitboxes
|
|
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 she hits her head with her snap while Headless, the head bounces across the screen and will count as a snap if it connects.
- Good space control tool at the cost of 1 meter. Especially useful vs solos and Sekhmet.
|
|
Specials
"Wreck-a your face!" Toggle Hitboxes Toggle Hitboxes
|
El Gato
|
After Cat Scratch: →
|
|
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 +
|
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
|
|
|
- High damage overhead that requires an assist to combo into.
- +1 on block but can be jabbed before it comes out.
- Can convert off of OTG afterwards into a full combo.
|
|
"Wreck-a your shins!" Toggle Hitboxes Toggle Hitboxes
|
Cat Slide
|
After Cat Scratch: → +
|
|
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 +
|
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 combos out of Cat Scratch on hit.
- Conversion requires OTG.
- Has sweep properties so it will break armor.
|
|
"Rolling start!" Toggle Hitboxes Toggle Hitboxes
|
Cat Strike
|
Head On +
|
|
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.
- Is invincible through startup and safe on block.
- Requires assist to combo into.
- 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.
|
|
"Heads up!" Toggle Hitboxes Toggle Hitboxes
|
Cat Spike
|
(Air Only) Head On +
|
|
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.
- Hits overhead.
- Can be combo'd into from most buttons.
- Can be converted from using OTG.
|
|
"Streeetch!" Toggle Hitboxes Toggle Hitboxes
|
|
|
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
|
|
|
|
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
|
|
|
|
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
|
|
|
- All Headless versions lose strike invulnerability and are only throw invulnerable.
- 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.
- Cannot be jump cancelled if any hit is blocked, even if you hit something (e.g. an assist or your head).
- The Head-on version can only be jump cancelled if the first hit connects, if the 2nd and/or 3rd hit connects but the 1st whiffs or is blocked, she cannot jump cancel.
- The Headless version can be jump cancelled off of any hit.
- The assist version will always be strike invulnerable, even if she is Headless.
- 8f start up on follow up jump.
- 9f start up on follow up jump.
- 11f start up on follow up jump.
|
|
"Here body, body..."
|
|
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
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 (your assists can hit the head as well).
- Different moves will send the head at different speeds and angles, but the single hit from the head is always the same.
- This attack does 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.
- Decap attacks will cancel the recovery of Head attacks.
|
|
|
Oh, Nothing...
|
During All Ears Release while holding
|
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Headbutt
|
Headless
|
|
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 single hit mid that is useful in block pressure and combos.
- The fastest head attack with the least recovery.
- Can be cancelled into Sneeze or Nom on hit, block or whiff.
- Cancelling Zoom! into a special will increase the head cooldown.
- Will continue if Ms. Fortune is forced to block but not if she gets hit.
- The head has 35f of cooldown after a successful attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
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 that hits mid and covers a lot of horizontal distance.
- Can travel in either direction and on block has suction in the opposite direction to its travel.
- Will be cancelled if Fortune blocks or gets hit by an attack.
- Can be cancelled into Sneeze or Nom on hit or whiff. Can only be cancelled into Sneeze on block, not Nom.
- Cancelling Zoom! into a special will increase the head cooldown.
- Head cooldown: 50f
|
|
"A-choo!~" Toggle Hitboxes Toggle Hitboxes
|
Feline Allergies
|
Headless +
|
|
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
|
|
|
- Disembodied invincible DP.
- Good for harassing airborne opponents and catching people trying to hit the head.
- Can be converted from roughly midscreen via dash jump jLK.
- Has a lot of recovery.
- The head's most damaging attack.
- Will continue even if Ms. Fortune is hit or forced to block.
- Has a 14f buffer on incoming.
- Head cooldown: 50f
|
|
Toggle Hitboxes Toggle Hitboxes
|
OMNOMNOMNOM
|
Headless +
|
|
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 with a long recovery period.
- A great conversion tool for harassing the opponent at far range or stuffing armor.
- 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.
- This usually means it flies behind Ms. Fortune, but in some situations (eg back to the corner) it will fly in front of her.
- If both corners are equally close, the head will fly to the left corner.
- If Nom is cancelled into from headbutt while the opponent is above 240 undizzy at stage 5, it will trigger an undizzy burst.
- Head cooldown: 85f
|
|
Supers
"Fur-serker Purr-rage!" Toggle Hitboxes Toggle Hitboxes
|
Cat Scratch Fever Level 1
|
+ +
|
|
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
|
|
|
- An invincible level 1 reversal that hits horizontally.
- The Head-on version ends with a sliding knockdown and you can cancel it into Headroll (214P) to transition to headless mode on hit.
- In the corner this can be timed so that it hits the opponent for extra damage or so that the Headroll whiffs, setting up oki.
- This version of Headroll is not invincible but is still safe on block (useful for when you hit the opponent's assist but they block the super).
- The Headless version of this super throws the opponent behind Ms. Fortune, enabling conversions using the head if spaced properly.
- Some DHCs may need you to cancel the super early, before the 2nd stage of Cat Scratch Fever where she lifts the opponent.
- The Headless version of this super can be awkward to punish if it ends next to the head as it can headbutt soon after the super's recovery.
|
|
"I'll take a stab at it!" Toggle Hitboxes Toggle Hitboxes
|
Feral Edge Level 1
|
(Air Only) + +
|
|
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
|
|
|
- An invinicible air level 1 reversal.
- Does not have hitstop so the opponent can reaction counter-reversal to beat it.
- 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.
- You can cancel to Sneeze even if the opponent blocks the super so long as you hit something (eg assist).
|
|
"Get ready for a surprise..." Toggle Hitboxes Toggle Hitboxes
|
The 5th of Dismember Level 3
|
+ + (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
|
|
|
- An invincible, level 3, reversal hitgrab that can be done in the air and on the ground.
- Has a very large hitbox.
- If Headless, Ms. Fortune's limbs will gather around her head for the second explosion, transitioning her back to Head-on.
- Ms. Fortune is invincible for the duration of the super until her limbs reattach.
- Can be used in the air for unreactable left/rights and for punishing opponents hitting the head.
|
|
Taunt
"Nyaaa~"
|
|
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.
- After any jHP or airdash, a 60f lockout prevents you from inputting taunt. This helps to prevent accidental taunts.
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"Nyaaa~"
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Assist Taunt
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Automatically done after an assist move
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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60
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N/A
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N/A
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N/A
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N/A
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- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
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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.
- 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
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 OR  Fortune turns around and shreds her coat. Let's see if you're up to scratch.
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Intro pose 2: Hold OR  Head walks on screen, then she pierces herself together. Time to pull myself together.
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Intro pose 3: Hold OR  Stretches and yawns. Nyaa~
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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.
General
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Characters
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Mechanics
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Other
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