Upward Dash Damage Reduction?

Discussion in 'Ms. Fortune' started by Decisions, Jun 4, 2014.

  1. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    I noticed in training mode I was pulling in less damage during a combo if I did a short upward dash (blood spurt animation) in between my c.hp and j.mk, even though it was all still the same combo with no reset. My full combo did about 3465 without the dash and 3340 with it. So my question is why does the upward dash reduce damage on the subsequent hits?
     
  2. Natezer

    Natezer Get Innocuous!

    Steam:
    Natezeer
    PSN:
    NateAttack
    Ms. Fortune
    Unknown
    You talking about Fiber uppercut? That adds an extra hit which scales the damage of whatever move you used to end your super. Besides you don't need to do fiber uppercut because cr.hp is already a launcher so its basically redundant. I'd recommend doing cr.lk s.mk s.HP QCFHPHP~down+LK s.LPLP s.MP s.MK s.HP QCFHPHPHP QCFPP as your combo if you're just starting out. Check out the combo thread otherwise.
     
  3. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    nope, not fiber. Just jumping with them as I launch them with c.HP. If I hold up long enough to do the dash (blood spurt animation) BUT not long enough to end the combo it'll reduce the damage by 125
     
  4. Camail

    Camail Well-Known Member

    I think he's talking about just delaying the normals so that you actually see the super jump animation. Though I could be completely wrong.

    Post the notation for your combo so we can figure out whats going on.
     
  5. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    LPx2, c.MK, c.MK, c.HP, j.MK, j.HP, j.HK
     
  6. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    What exactly is an "upward dash"? You can go up via Doublejumps, or horizontal with an Airdash. Neither of those happens by just holding up.
     
  7. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    That combo of yours deals 3172 Damage, how did you land at 3400? Did you test in 1.3 Damage Ratio?
    E: Nope, that's 4126. No idea where you have your damage numbers from.
    E2: Wait, c.MK? c.MK c.MK is not a combo??
    E3: Yeah those damage numbers don't make sense with c.MK (just one of them~) either
    E4: Okay I landed at 3343 with s.LP c.MK c.HP j.MK(2) j.HP j.HK which at least is sorta close. But not the combo you posted. And the 3465 still doesn't make sense.
     
    Last edited: Jun 4, 2014
  8. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    c.MP*, c.MK
    sorry
     
  9. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    and I did it 1 vs 1 training, I have no idea what the damage ratios are. after jumping initially if you hold up you do a bloodspurt animation, not sure what that's called.
     
  10. Izzmo

    Izzmo EVO Champ 2014

    Location:
    Germany
    Steam:
    id/laserskirt
    Valentine
    Parasoul
    Eliza
    how about you take a screenshot of that animation
     
  11. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    You 'always' do that bloodspurt, it's part of her Superjump animation. Only way to avoid doing it is by pressing buttons earlier. Doesn't matter for how long you hold up. (At least if I understand correctly what you're talking about..)

    Got your 3340 with [s.LPx2 c.MP c.MK c.HP > j.MK(2) j.HP j.HK] now. Still no idea how you land at 3465.
    I figure you dropped the combo somewhere or did different inputs, but trying out didn't help. Best thing I found was [s.LP c.MP c.MK > j.MK(2) j.HP j.HK] for 3437.
    Definitely doesn't have to do anything with whether you press the j.MK earlier or late, though.
     
  12. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    THIS is the animation I'm speaking about. If I cancel it early with the j.HKx2 I get 3465
     

    Attached Files:

  13. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    cancel it early with the j.MK* sorry
     
  14. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    keep in mind this was all done center stage so for best results try it there
     
  15. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    - How long you stay in the superjump doesn't affect your damage...
    - I can't get 3465, but if you skip one of the s.LPs (so just s.LP->cr.MP->cr.MK->cr.HP /\ j.MK->HP->HK) you get 3437 because you don't have the extra damage scaling from another s.LP. So my guess is you're not actually comboing the LPs together...
     
  16. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    I also did the combo and arrived at 3340. Record yourself doing this combo using Fraps or OBS and post it on youtube or something and show it arriving at 3365 please.

    Also you can edit your posts to include new information instead of posting a new post each time : )
     
  17. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    you got it :)

     
  18. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    At the start of each combo:
    First time: (Counter hit) 5.LP, 5.LP = 625 Damage.
    Second time: 5.LP, 5.LP = 500 Damage.
    It looks like you're getting a counter hit on the s.LP. You may have force CH on in the training options.
    It has nothing to do with j.MK or the super jump.
     
  19. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    that's strange :o why would it give a counter hit for one combo but not the other? I'll turn it off and try again
     
  20. Shnarfl

    Shnarfl Well-Known Member

    Steam:
    shnarfl
    You're using the dummy playback feature. I would guess that you have something recorded for Squigly. On your first attempt you jabbed Squig out of whatever it is you recorded, thus getting the counter hit. On your second attempt you jabbed quick enough that the recording didn't have time to make Squig perform her action, in that case missing out on the counter hit.
     
  21. Decisions

    Decisions New Member

    Location:
    Fort Smith, Arkansas
    Steam:
    http://steamcommunity.com/profiles/76561198031346471/
    Ms. Fortune
    Fukua
    yeah I did record her standing next to me center stage so I could just repeat the combo real quick...well thanks for answering my question anyway
     
  22. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Here to help
    scooby-doo-gang.jpg
     
  23. Camail

    Camail Well-Known Member

    Mike Z WOULD be Daphne.
     

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