Fortune Video Guide

Discussion in 'Ms. Fortune' started by KhaosMuffins, Dec 22, 2013.

  1. KhaosMuffins

    KhaosMuffins Wannabe Gatekeeper

    Location:
    Nashville, TN
    Steam:
    KhaosMuffins
    PSN:
    KhaosMuffins
    Ms. Fortune
    Unknown
    Unknown
    Last edited: Dec 23, 2013
    Agitoho, IsaVulpes, CaioLugon and 9 others like this.
  2. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    About fucking time. :D
     
  3. Camail

    Camail Well-Known Member

    Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay.
     
  4. Stuff

    Stuff Lore Master Lord of Lore

    Location:
    California
    Steam:
    Stuff | Stuff | Stuff | Stuff
    Robo Fortune
    Ms. Fortune
    Double
    It's a lot to wrap your head around but this is very nice. There's plenty of stuff I wish I knew sooner. Like fiber after pushblock, makes me wish I had an understanding (I understand her more now but I would've liked to have known these things since the beginning) of my character instead of just pressing buttons. There's a lot of neat things I can practice now.

    Thank you for making this. (the jokes hurt a lot but it was worth it.)
     
  5. zeknife

    zeknife Well-Known Member

    Steam:
    zeknife
    Parasoul
    Squigly
    Big Band
    You mentioned that omnomnom isn't technically a grab somehow, but of course it is
    It's a hit grab and it scales damage to 50%, as they all do
     
  6. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    It's not a grab, it's just a hit that scales the following combo to 50%. The key feature of a grab is that it's unblockable and you can block omnomnom anytime; most players just hold up after zoom and get caught during jump start-up (you can't block here).
     
  7. Kioshen

    Kioshen New Member

    Steam:
    Kioshen
    PSN:
    Kioshen
    Parasoul
    Cerebella
    Thank you very much for the video ! Only watched the first 30mins out of it for now but it's plenty useful already.
     
  8. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    Because hit-grabs aren't grabs...?
     
  9. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Huh?
     
  10. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    You said nom wasn't a grab cause it was blockable. But it's a hit-grab. And hit-grabs are still kinda grabs.
     
  11. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Pretty sure hit-grabs are grabs that can be combo-ed into during hit-stun, like Excellabella. Nom can't grab at all, meaning it's block-able outside of hit-stun.
     
  12. Dagwood

    Dagwood Well-Known Member

    Location:
    Canada
    Steam:
    Dagwood
    PSN:
    crond1zzle
    Parasoul
    Cerebella
    Double
    If its Blockable its not a grab.
    Excellebella is still a grab because its only blockable on the way down.
     
  13. Mao

    Mao Buttons 'R Fun

    Location:
    Auckland, NZ
    Steam:
    Mao
    PSN:
    sussex4lyf
    Peacock
    Double
    Big Band
    Nom is a hit grab stop being silly
     
  14. Jason

    Jason Not JasonD

    Squigly
    Big Band
    Cerebella
    A hit-grab isn't the same thing as a throw.

    Its called a hit-grab because it locks the opponent into the attack animation and uses the characters throw-reference-points to determine where one character latches into another in the same way that a throw does.

    The main difference is that you can combo into a hit-grab (like Excellabella, Pummel Horse or Val's level 3) but you can't combo into a throw without using a stagger.
     
  15. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    All throws are grabs, but not all grabs are throws. Nom is a grab, even if it isn't a throw.
     
  16. Camail

    Camail Well-Known Member

    Wow this is so off topic.

    Yay my name is immortalized in this guide, I can quit fighting games now.
     
  17. Evilweevle

    Evilweevle Of course i meant to do that!

    PSN:
    Mrfossy
    XBL:
    Mrfossy
    Ms. Fortune
    Cerebella
    Squigly
    all this talk about hit grabs is dumb. if you can block it then it isnt a grab/throw (since when were they different things?).

    look at it this way. all nom does is put you in a shit ton of hitstun, its not a damn grab or a throw. its a hit.

    does this mean we should start calling any move that puts you in hit stun a grab as well? because bella J.HP totally puts you in a shit ton of hitstun, but you can block it, so it must be a hit grab! same goes for lock and load too.

    any way, you caught me out of what i really came here to say, and that was :

    fucking awesome guide khaos! this gives me a whole heap of new shit i cant wait to try.

    one thing though, is that you say in your guide that head on fortune cannot IAD j.LK-MK anymore with head on. did you try superjumping? i had it working this way on the beta at EVO (yea that was a while ago now), but if the airdash restriction is based on the frames since she leaves the ground and not the height she is at, a superjump obviously makes her rise much quicker thus giving more height for the j.MK to connect.

    somebody (anybody) please test this for me as i dont have a PC to play on :(
     
    Last edited: Dec 25, 2013
  18. KhaosMuffins

    KhaosMuffins Wannabe Gatekeeper

    Location:
    Nashville, TN
    Steam:
    KhaosMuffins
    PSN:
    KhaosMuffins
    Ms. Fortune
    Unknown
    Unknown
    Thanks. :D
    And yeah head on Fortune can still do it if she waits long enough after the jump. SJ IAD won't work (I think?) so you still need to wait a few frames so your air dash isn't so instant. It's faster and easier with a super jump though, yes.
     
  19. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    Very off topic (sorry Khaos, the guide is really neat!), but there are two parts to a hit: HOW it hits you, and WHAT it does when it hits you.
    An attack can be a "hit" type (blockable, interacts with character green boxes, will not connect when the character is hit-invincible) or a "throw" type (unblockable, interacts with character blue boxes, will not connect when the character is throw invincible).
    When it connects, it can either put you in hitstun (regular hits), or put you into thrown stun - a synced animation where you are attached to the thing that hit you.
    A key thing about something that puts you into a synced animation is that it cannot be armored through, because it forcibly changes the state of the victim.

    s.LP is a hit-type-attack that puts you in hitstun.
    LP+LK is a throw-type-attack that puts you into thrown stun.
    Nom is a hit-type-attack that places you into thrown stun.
    Daisy Pusher is a throw-type-attack that places you into hitstun. (The 2nd hit is a hit-type-attack that places you into thrown stun.)
    Excella is, in script, a hit-type-attack that makes itself hit you even on block if you are going upward, and places you into thrown stun.
    All things are possible! And this is true in most game engines, at least all the older Capcom ones.

    So, Nom is a hit-grab.
     
    mcpeanuts likes this.
  20. Jason

    Jason Not JasonD

    Squigly
    Big Band
    Cerebella
    One little mistake in the guide that bugs me. Just a pet peeve of mine.

    During the mobility section you called Fortune's forward Run a 'dash'.

    Now a Dash and a Run are two different things as anybody who has played CvS2 can tell you (Some grooves have a run and some have a dash).

    A Dash moves a fixed distance and then stops, a Run continues until you stop running.
     
  21. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Suggesting that when a guide is posted, the OP locks the thread. =/

    Reason: This is Skull Heart, where everything spirals out of control once it starts, turning great threads into nonsense pretty quickly.
     
    Evilweevle and GirlyStyle like this.
  22. Jason

    Jason Not JasonD

    Squigly
    Big Band
    Cerebella
    Bella's j.HP just puts them into a knockdown state (vs. airborn) where the hitstun lasts until they touch the ground. There are lots of moves that have this property, most obviously Squigly's level 2 Draugen Punch.

    Knockdown is just a different state that can be applied to your opponent instead of a 'normal' hitstun, like Crumple or Stagger.

    Cilia Slide breaks armor because Mike thought it would make sense if Cilia Slide broke armor like a sweep does. Same thing for Fortune's low-hitting Reka slide.
     
    Dime likes this.
  23. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    Continuing the off topic:
    @Dime_x
    Er. For a run you still have to hold Forward, dude (look at GG/CvS2/whatever other game you want)...but a run means you CAN hold Forward to continue it after the initial period, a dash means you can't.
    Fortune/Filia/Valentine/Peacock/Squigly/Big Band/Thanos/Sol run, Cerebella/Double/Painwheel/Parasoul/Magneto/Slayer dash.
    Knockdown is a hitstun type.
    And yes, Slide breaks armor because it's "a sweep".
     
    Dime likes this.

Share This Page

Facebook:

Users Viewing Thread (Users: 0, Guests: 0)