Skullgirls/Ms. Fortune/Team Building

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Assist Strategies

Fortune likes lockdown assists that keep the opponent still for pressure and mixups. These assists also often allow Fortune to H Fiber + assist in neutral for a fast cross-up that gives a combo on hit. A few examples of such assists are

  • Eliza H Spiral/Butcher Blade
  • Fukua H Drill
  • Cerebella Cerecopter

Fortune also likes neutral assists that let her get in and start pressure more easily, such as

  • Big Band H Brass
  • Robo H Beam

Some assists allow Fortune to convert off throw easily midscreen via Cat Scratch + assist (solo conversions are character specific and difficult). These assists often also give head-on Fortune access to her strongest hitconfirm (both from a pressure and damage perspective) with 2LK, 5HP, Cat Scratch + Assist. Some examples of these assists are

  • Double Cilia Slide
  • Valentine H Savage Bypass

Fortune already has multiple invincible reversals (metered and meterless), but a dragon punch assist never hurts.

Fortune is already good at high/low mixups, but assists that hit high or low can allow her to create mixups that are even more difficult to block

  • Double Cilia Slide
  • Squigly 2HP

These assist categories are listed approximately in order of importance. The assists in each category are not complete lists, just examples. Note that some assists can perform multiple functions.

DHCs

Fortune does not have any safe DHCs, either on block from point blank or from a distance. Cat Scratch Fever is unsafe on block unless it hits an assist in which case it can be made pseudo-safe by cancelling into Head Toss, however, this can still be interrupted and punished by a well timed PBGC. The 5th of Dismember's long invulnerability makes it a little awkward to punish, but it is still unsafe. Another character on hit can DHC into Cat Scratch Fever or The 5th of Dismember for a sliding knockdown or a conversion in the corner, respectively. When headless, Fortune can act straight away when she tags in, making her raw tag one of the safest in the game. DHC on hit, raw tag, and alpha counter are the best ways to get Fortune in.

Fortune can DHC out easily and safely from Cat Scratch Fever or Feral Edge while 5th of Dismember requires an early DHC.

Cat Scratch Fever is a good damage DHC for ending combos and 5th of Dismember is a good super to DHC into before the final string of your combo due to DHC unscaling, undizzy minimum scaling and because it allows for a final string in the corner.

Tagging

Assist Combos

H Bypass

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5HP 236HP + H Bypass
5HP 623LK~K
AD jHP j214MK
5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8705

1

Anywhere

Yes

  • Head-on
  • Can use to combo off throw (Throw 236HP + H Bypass...).
  • Against Cerebella midscreen remove 5HP from the 2nd string and add 2MP after the first air string.
  • Can use Clide assist.
  • For H LnL, L Pinion and other similar assists add 214K after 236HP and then micro-dash before 5HP.

(video)

2LK 5HP 236HP + H Bypass
623LK~K
AD jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5HK 236HP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

9189

1

Corner

Yes

  • Head-on
  • Use 236MP~P~P before the final string against Big Band, Beowulf and Eliza.
  • Can use Clide, H LnL, L Pinion and other similar assists assist.

(video)

CH 5HP 236HP + H Bypass
5HP 623LK~K
AD jHP j214MK
5HK 623LK~K
jLK jHP j214MK
5MP 5HK 623LK~K
jMP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

10089

1

Anywhere

Yes

  • Head-on
  • Against Cerebella midscreen remove 5HP from the 2nd string and add 5MK after the jLK jHP j214MK 5MP.
  • Can use Clide assist.
  • For H LnL, L Pinion and other similar assists add 214K after 236HP and then micro-dash before 5HP.

(video)

L/M George

Great assist to help you out in neutral.
Notation Damage Meter Cost Location Character Specific? Notes Video
5LP 5MK 5HK Assist Call 214P
6HP 214HP Tag
5LP 5MP
jMP jHP ADC jLP jMP
2MP 5HP 236HPx3 236PP

~6400

1

Anywhere

No Double

  • Head on, forces the head off.
  • Double always uses up OTG on Nom which doesn't allow Peacock to combo afterwards. You can still tag her in though.

(video)

5LP 5MK 5HK Assist Call 214P
6HP 214HP Tag
2LP 5MP
jLK jMP jHK
sj jHP ADC jLP jMP
2LK 2MP 5HP 236HPx3 236PP

~7200

1

Anywhere

No Double

  • Head on, forces the head off.
  • Double always uses up OTG on Nom which doesn't allow Peacock to combo afterwards. You can still tag her in though.
  • The more damaging but harder version of the combo above.

(video)

H A Train

A moving wall, callout on upbackers, and insane damage.
Notation Damage Meter Cost Location Character Specific? Notes Video
2LP 5MP 5MK 236MP + Assist Call
5MK 236MP 214HP
dash jHK 214HK
jLK jHK 214MK
IAD jLP jMK 214MK
5LPx2 5LK 5MP 5MK 236MP 236PP

8339

1

Anywhere

Universal(?)

  • Head off.
  • Works from many head positions, easiest with the head behind fortune

H Lock n' Load

Big armour assist to hold down the neutral and tack on an unfair amount of front-loaded damage. Can wall off projectiles to enable your movement and is very good as a counter-calling tool, but doesn't do much for her pressure.
Notation Damage Meter Cost Location Character Specific? Notes Video
2LP 5HP 236LP + Assist Call
dl.P followup 214P followup
dash* 5HK 623MK
jHK Headbutt* Nom
dash jump j214HK land rejump
jLP jLK jHK* j214MK
5LPx2 5LK 5MP 5MK 236MP 236PP

8307

1

Midscreen

Universal, except for Double.

  • Head to Headless transition combo
  • Preserves OTG
  • This also works with any assists that leave the opponent standing and not airborne, such as Butcher's Blade or H Drill
  • Walk up instead of dash on squiggly, too close and the 623MK will whiff
  • Skip the headbutt on Eliza, Parasoul
  • Delay the j.HK restand on lights
  • Adds reset and burst bait opportunities just before and just after the restand
  • You can nom or headbutt them again after CSF for a not-burst bait and a bit of extra damage

(video)

2LP 5HP 236LP + Assist Call
dl.P followup 214P followup
dash* 5HK 623MK
jHK Headbutt Nom
Tag dash 2LP/LK 2MK jc
jMP dl.jHK land dash
5LPx2/2LK 2MK 6HP 623LP+LK 236PP

8192

1

Midscreen

Universal, except for Double.

  • Tag version of the above combo.
  • OTG 2LP > 2MK > Run Cancel > 5LK Bella reset works really well here and will almost always kill as the 2 touch
  • Tag also combos using Eliza, Painwheel, Peacock, Double, and Annie
  • Tag Bella > 6HP SKD > Tag Character 3 will get anyone in at advantage

(video)

2LP 5HP 236LP + Assist Call
dl.P followup 214P followup
2MP dl.5HK* dl.623HK*
jMK j214HK land Head OTGs them
214K 5LK 214K 2MK 2HK(1) 214K
5LPx2/2LK 2MK 6HP 623LP+LK 236PP

9482

1

Corner

Universal, except for Double and Big Band.

  • Head to Headless transition combo
  • The delays on 2MP 5HK 623HK are until the head hits them
  • This also works with any assists that leave the opponent standing and not airborne, such as Butcher's Blade or H Drill

(video)

2LP 5HP 236LP + Assist Call
dl.P followup 214P followup
8/9jump Zoom! dl.j214HK

4734

0

Anywhere

Universal

  • Head to Headless transition combo
  • Universal SKD anywhere on the screen
  • Sets up reset and safejump options with the head

(video)

Before: Call H LnL 8jump dl.Nom [4]
CH H LnL land 5MK 5HK jMK j214MK Zoom!
land 5MP 2HK(1) 214K
land 2MK 2HK(1) 214K
land 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP DHC

~10,000 depending on your DHC

2

Corner

Universal

  • Specifically designed to block and punish Beowulf's Airwulf super, but is a universal safejump after the above SKD in the corner
  • Combo shows confirm against blocked Airwulf, similar route can be done off any other hit
  • Nom will meaty hitgrab armoured reversals, Bella armour will eat single hit DPs to punish with H LnL
  • Multihit DPs will break Bella, but Fortune is blocking and can punish on land if they don't Super > Safe DHC the DP

(video)

Assist Resets

Two Touch Sequences

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