Skullgirls/Ms. Fortune

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SG msf.jpg

Ms. Fortune

Voiced by: Kimlinh Tran (EN), Kana Hanazawa (JP)
Age: 20
Birthday: November 24
Bloodtype: B
Height: 5'8”
Weight: 127 lbs.
Measurements: 32B-23-34
Likes: Making friends, Sunlit naps, Volleyball, Bowling, Golf, Parkour, Subjecting others to terrible puns, Yu-wan's resturant, Dim Sum, The Fishbone Gang, Robbing from rich, Giving to poor, Potato chips
Dislikes: The Medici Mafia, Black Dahlia, Sushi, Cops, Bullies, Marsupials, Loud noises, Lemonade
SG MsFortune icon.png

Skullgirls main page


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

Ms. Fortune is a rushdown puppet character who can take off her head, which provides amazing corner pressure and unique combos.

  • She has two different modes, head on and headless. She starts the round with her head on, but can remove it using Cat Strike (214P) or Cat Spike (j214P). In headless mode the HP button becomes dedicated to controlling the head, which has its own unique set of moves. Other aspects of her character behave slightly differently in headless mode as well, making the two modes more like different versions of the same character.
  • Her meterless reversal, Fiber Upper (623K), is fully invulnerable with the head on. This move also has a follow up where she launches herself in the air that can be done on hit or whiff. She has great reversal supers as well, with Cat Scratch Fever (236PP) and the air reversal Feral Edge (214KK).
  • More to be written

Important moves:

  • To be written


Movement
Walk: Average
Jump: Double jump
Dash or Run: Ms. Fortune has a medium speed forward run and a medium speed, extendable backward run that will end after a set distance.
Air Dash: Medium speed 2 way (forward and backward) air dash
Weight: Light
Chains
Standing: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Headless

SG msf headless.png

Ms. Fortune can remove her head by using Cat Strike (214P), using Cat Spike (j214P), or by getting hit by a snapback. 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:

  • s.MP and s.HK 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.

Assists

Default Assists
  • Fiber Upper (H): 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. Using M Fiber can make conversions a bit easier but she loses some of the invulnerable frames. All versions still retain full invulnerability even if Ms. Fortune is headless.
  • s.HK - Wheel of Fortune A lockdown assist. When called headless, she will do headless s.HK. s.MP is another, similar assist choice, which becomes headless s.MP without the head. However these two are outshined by any proper lockdown assist. s.MK is another choice that works head-on or headless, but is a bit worse in function.
Noteworthy Custom Assists
  • Cat Slide (236K) - A single hitting, forward traveling low assist. Has a good range and can be otg'd if it hits. It helps a lot with mix-ups and pressure, but has the downside of requiring Fortune to be headless. Becomes c.mk if she has the head.
  • Cat Strike / Cat Call (214P) - 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.
  • Throw - Not a terrible grab assist because, since the animation takes so long, it's not hard to convert without using the OTG.


Note: 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

Normals

Standing Normals

SG msf slp.png

Neko Pun-ch

View hitbox
(?)

s.LP Standing SG lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 225 / 250 2.5% +4 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 2 12 17 18 7


  • 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

Facepalm

View hitbox
(?)

s.MP Head On Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 115 x4, 400 (25 x4, 50) 2.25% x5 -7 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3, 3, 3, 3, 8 22 21 x4, 22 20 x4, 21 1 x4, 9


  • Multi-hit normal that does good damage at full scaling.
  • The only normal to cause chip damage



SG msf smp hl.png

Hand Shake

View hitbox
(?)

s.MP (Headless) Headless Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 600 7.5% -1 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 2 20 20 22 9


  • Combo filler.



SG msf shp.png

Ears Pierced

View hitbox
(?)

s.HP Head On Standing SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 1000 10% ±0 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 4 25 28 19 12


  • Pretty fast and very long range poke that leads into full combo. It's also her most damaging normal.



SG msf slk.png

Fishbone Flop

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 315 / 350 2.5% -3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 2 19 17 18 7


  • Has a bit more hitstun than c.lk (combos into s.hk) and does a bit more damage. Don't use it outside of combos.



SG msf smk.png

One Two Punisher

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 270, 360 / 300, 400 3.75% x2 -1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 2, (8), 3 22 18, 23 19, 21 5, 9


  • Has two hits, use it after c.lk to hit-confirm into your combos and blockstrings.



SG msf shk.png

Wheel of Fortune

View hitbox
(?)

s.HK Head On Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 270, 315, 540 3.33% x3 +3 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3, (7), 3, (7), 3 23 23 x2, 28 18 x2, 19 3 x2, 11


  • 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

Limber Up

View hitbox
(?)

s.HK (Headless) Headless Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 1050 10% -5 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 2 33 29 21 12


  • Becomes the launcher while headless since c.HP is not available. Can be used to kick the head around and to position it.



Crouching Normals

SG msf clp.png

Toy Touch

View hitbox
(?)

c.LP Crouching SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 225 / 250 2.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 13 17 18 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 225 / 250 2.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 13 17 18 7


  • Makes her hitbox very small and it's also very fast but doesn't hit far. Great for getting out of close-up pressure. Chains into itself once.



SG msf cmp.png

Hand In Hand

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 383 / 425 7.5% -5 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3 24 21 18 9


  • Ok poke and anti-air but mostly a combo filler. Also hits both sides so you can do c.mp, s.hk/c.hk 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

High Brow

View hitbox
(?)

c.HP Head On Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 1000 10% -4 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 3 31 29 21 12


  • Head-on launcher and mediocre anti-air, mostly used in combos.



SG msf clk.png

Knees and Toes

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 248 / 275 2.5% +4 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 11 16 14 7


  • Your go-to low and poke and main combo starter. One of the farthest reaching c.lks in the game Also good for moving the head around and can low-profile some projectiles.



SG msf cmk.png

Nail Clipper

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 405 / 450 7.5% +1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3 20 23 19 9


  • Combo filler.



SG msf chk.png

Kitten Spin

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 315, 765 / 350, 850 5% x2 Soft KD, Soft KD (Invuln.) -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 3, (10), 3 25 13, 14 16, 17 9, 11


  • 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 so ending blockstrings with this button is not a bad idea.
  • Hits in front and behind Fortune.



Jumping Normals

SG msf jlp.png

Claws for Alarm

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 225 / 250 2.5% +1 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 16 19 18 7


  • 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

Claws for Concern

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 360 / 400 7.5% +3 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3 15 20 20 9


  • 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

X-scrape Claws

View hitbox
(?)

j.HP Head On Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 775 10% +1 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3 18 21 18 11


  • 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

Shock and Paw

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 270 / 300 2.5% +8 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 11 20 18 7


  • 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 j.lk, adc, j.lk, L El Gato/j.mp is godlike).



SG msf jmk.png

Footloose

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 270, 360 / 300, 400 3.75% x2 +7 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3, (13), 3 12 17, 21 20, 24 6, 10


  • 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. j.mk fastfall allows for some of Fortune's best reset options.



SG msf jhk.png

Flying Screen Door

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 855 / 950 10% Soft KD (vs air),
KD (vs air, chained into)
-2
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 5 13 23 22 12


  • 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.



Throws

SG msf throw.png

Apotemnophobia

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
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
7 1 28 N/A N/A N/A




SG msf airthrow.png

Cat Ceiling

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling,
Airdash Cancel
0, 1000 0, 15% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 19 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.



Team Moves

SG msf tag.png

Alley Cat Oop

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 2.5% KD -22 (At best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 22 49 23 17 (9) 9


  • 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 (what about headless?)



SG msf snap.png

Cat-apult

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -25
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 1, (5)*, 49* 42 14 17 13


  • 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



View hitbox
(?)

Cat Scratch Qcf.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
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
14 → 12 → 15 3 → 3 → 4 19 → 24 → 27 24 → 23 → 28 22 → 21 → 23 9 → 9 → 11
SG mp.png Guard Properties Damage Meter On Hit On Block
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
19 → 16 → 17 4 → 3 → 4 27 → 30 → 28 27 → 25 → 28 22 → 22 → 24 10 → 10 → 11
SG hp.png Guard Properties Damage Meter On Hit On Block
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
23 → 20 → 20 4 → 3 → 4 29 → 34 → 30 30 → 27 → 28 23 → 23 → 25 11 → 10 → 12


  • Ms. Fortune's rekka. While head-on, two additional follow up 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.



SG msf rekkak.png

"Wreck-a your face!"

View hitbox
(?)

El Gato After Cat Scratch:
---.png SG k.png
From Cat Scratch Guard Properties Damage Meter On Hit On Block
High - 1100 (100) (2.5%) 9% Ground Bounce +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
30 3 17 26 20 12
Headless Qcb.png + SG k.png Guard Properties Damage Meter On Hit On Block
High - 1100 (100) (2.5%) 9% Ground Bounce -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
25 3 21 26 20 12


  • 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

"Wreck-a your shins!"

View hitbox
(?)

Cat Slide After Cat Scratch:
---.png D.png + SG k.png
From Cat Scratch Guard Properties Damage Meter On Hit On Block
Low - 450 (100) (2.5%) 9% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 15 17 18 21 10
Headless Qcf.png + SG k.png Guard Properties Damage Meter On Hit On Block
Low - 450 (100) (2.5%) 9% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 15 17 18 21 10


  • 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

"Rolling start!"

View hitbox
(?)

Cat Strike Head On Qcb.png + SG p.png
Guard Properties Damage Meter On Hit On Block
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
30 4, 35 30 26 x2 21, 17 12, 9


  • 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

"Heads up!"

View hitbox
(?)

Cat Spike (Air Only) Head On Qcb.png + SG p.png
Guard Properties Damage Meter On Hit On Block
High (1st hit) Projectile 750, 550 (100, 100) (2.5%) 9%, 4.5% KD +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 1, (Until ground) 17 26 x2 21, 17 12, 12


  • Tosses the head from the air. Can be combo'd into from j.hp, j.mk and c.hp (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

"Streeetch!"

View hitbox
(?)

Fiber Upper Dp.png + SG k.pngSG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
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
13 1 29 27 17 10 (8 on block)
SG mk.png Guard Properties Damage Meter On Hit On Block
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
14 3, 2 32 20, 31 21, 17 5, 10 (5, 9 on block)
SG hk.png Guard Properties Damage Meter On Hit On Block
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
15 2, 2, 2 36 20x 2, 33 21 x2, 17 5 x2, 10


  • 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 it's 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

"Cat's claw!"

View hitbox
(?)

El Gato (Air Only) Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 900 (100) (2.5%) 9% KD (vs air) ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 3 19 22 21 10
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 1000 (100) (2.5%) 9% KD (vs air) -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 3 22 24 22 11
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 1100 (100) (2.5%) 9% Ground Bounce,
Sliding KD (vs air)
-13
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 3 26 26 24 12


  • 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 it's hitbox (can hit cross-up) and the way it stops Fortune in the air 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 Qcb.png + SG lp.png OR SG mp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 N/A 19 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



View hitbox
(?)

Decap Attack Hit the head with any strike attack
Guard Properties Damage Meter On Hit On Block
Mid Projectile 300 (50) 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 N/A 4 23 17 9


  • 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.



SG msf head move.png





All Ears B.png or F.png while holding SG hp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
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 D.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
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



View hitbox
(?)

Headbutt Headless SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 675 (1.25%) 2.25% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 22 7 25 22 9


  • 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



View hitbox
(?)

Zoom! Headless B.png OR F.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 675 (1.25%) 2.25% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
23 20 14 22 20 10


  • 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

"A-choo!~"

View hitbox
(?)

Feline Allergies Headless Dp.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
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
18 18 33 34 20 11 (15 on block)


  • 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.



SG msf head qcbhp.png



View hitbox
(?)

OMNOMNOMNOM Headless Qcb.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
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
20 30 4 22 (82) 20 N/A (10 on block)


  • 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.



Supers

SG msf qcfpp.png

"Fur-serker Purr-rage!"

View hitbox
(?)

Cat Scratch Fever
Level 1
Qcf.png + SG p.png + SG p.png
Head On Guard Properties Damage Meter On Hit On Block
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
4 + 1 2, [(4), 2,] x9, (21), 12 36 34 x10, 30 31 x10, 18 (2), 0 x10, 21 (4 x10, 19 on block)
Headless Guard Properties Damage Meter On Hit On Block
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
4 + 1 2, [(4), 2] x9, (10), 2, (5), 35 18 34 x10, 24, 25 x18 31 x10, 19 x19 (2) 0x10, 10, 2x17, 19 (4 x10, 10, 1 x17, 19 on block)


  • 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

"I'll take a stab at it!"

View hitbox
(?)

Feral Edge
Level 1
(Air Only) Qcb.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
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
4 + 4 (Until ground), (3), 1, (5), 3 65 16 xN, 16 x3 19xN, 19 x3 (4) 3xN, 10, 30, 35 (3 xN, 10, 11 on block)


  • 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.
  • On non-heavy characters you can get an OTG c.lk or microdash s.lp 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.



SG msf qcbpp.png

"Get ready for a surprise..."

View hitbox
(?)

The 5th of Dismember
Level 3
Qcb.png + SG p.png + SG p.png (Air OK)
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Hit Grab,
Projectile (2nd hit)
500, 4500 (200, 250) -300% KD -30
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 4 --, 3 58 N/A, 25 25, 28 (9), N/A, 25
(10 x2 on block)


  • 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 but not the best ender. (also, H Fiber then Fifth of Dismember is pretty good, specially against Peacock)



Taunt

SG msf taunt.png

"Nyaaa~"



Nyaaawn SG hp.png , SG lk.png , F.png , SG lp.png , SG lp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 87 N/A N/A N/A


  • Ms. Fortune lets out a yawn while stretching, restoring 5 red HP.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > s.MK > c.HK
A basic ground chain combo ending in sweep. Unsafe on block.
2a.
c.LK > s.MK > s.HP xx H Cat Scratch x3
(Head on only) A basic ground chain combo ending in a special cancel. Unsafe on block.
2b.
c.LK > s.MK > M Cat Scratch
Headless version of the above combo.
3a.
c.LK > s.MK > s.HP xx H Cat Scratch x3 xx CSF
(Head on only) A basic ground chain combo ending in a super cancel.
3b.
c.LK > s.MK > M Cat Scratch xx CSF
Headless version of the above combo.
4.
c.LK > s.MK > c.HP,
j.MP > j.MK > j.HP xx M El Gato xx Feral Edge
(Head on only) A basic air chain combo ending in an air super.

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.

Midscreen (Head-on) - 6925 dmg (Video)

c.LK > s.MK > s.HK xx L Fiber Upper,
j.HP > ADC, j.HP xx M El Gato,
c.MP > s.MK > s.HK xx L Fiber Upper,
j.LK > j.HP xx M El Gato,
dash, s.LPx2 > s.LK > s.MP > s.MK > s.HP xx H Cat Scratch x3 xx Cat Scratch Fever.


Corner (head-on) - 7664 dmg (Video)

c.LK > s.MK > s.HP xx L Fiber Upper,
j.HP, ADC, j.HP xx M El Gato,
c.MP > s.MK > s.HP xx L Fiber Upper,
j.LK > j.HP xx M El Gato,
dash, s.LPx2 > s.LK > s.MP > s.MK > s.HP xx H Cat Scratch x3 xx Cat Scratch Fever.

Corner headless combo - ~7100 dmg (Video)

c.LK > s.MK > s.HK,
j.MP > j.MK xx M El Gato, Zoom!,
s.MP > s.MK xx H Fiber Upper,
j.LK > j.MK xx M El Gato, Zoom!,
dash, s.LPx2 > s.LK > s.MP > s.MK > c.HK (1 hit) xx M Cat Scratch xx Cat Scratch Fever.


Double Snap combo
Snapback
c.LK > c.HP
IAD j.HK
repeat

Conversions

Setups

Resets

  • j.mk fastfall is your friend. (video)
  • Launch, j.lp, j.mp, j.mk(1 hit), j.hk/j.hp(fastfall) is a great fastfall setup that can lead into a bunch of different situations making it very hard to block (Fiber Upper, j.mp, j.mk(1hit), j.hk/j.hp(fastfall) works the same way).
  • IAD, j.lp, L El Gato will cross-up an opponent right in front of you.
  • L Fiber Upper, air dash, j.hp, is an easy cross-up, but not too hard to react to.
  • Forward jump, j.lk, delay, air dash back, j.hp/k is a pretty good fake cross-up.
  • L Fiber Upper, wait a bit, grab. You may be too low to the ground to convert with adc j.hp, in this case use j.lk instead.
  • s.hk makes Fortune take a step forward so it's a really good move to use for faster cross-unders and double cross-unders.
  • L Fiber Upper, j.lp, j.mk fastfall can lead into a bunch of options but it also puts the opponent within the range of a low air grab that's hard to see coming and easy to convert off.
  • You can cancel j.mk with an air dash and grab the opponent, this is very strong because launch j.mp, j.mk(1 hit), air dash, grab can be faked with j.mp, j.mk(1 hit), air dash, j.mp which is a burst bait that works everywhere on everyone.
  • Headbutt after an OTG puts the opponent high enough so that Fortune can dash under and get a cross-up on most characters.
  • Feline Allergies can also make for very easy cross-unders just by running under the opponent.
  • Corner j.mk xx H El Gato (doesn't combo), Zoom! is a crazy OS"ish" reset that becomes a conversion if the H El Gato hits and a cross-up if it doesn't.
  • If you do c.hk(1 hit), L Cat Scratch with the head in the corner you're at +8 and the opponent gets airborne for a little bit so he can't mash ground reversals and you get a free low/high/throw mixup.
  • Also worth mentiong that when headless just doing a random El Gato in the middle of a chain will catch an opponent downbacking.

Burst Baits

  • [full combo or combo with j.mp] launch, air dash, j.mp (or H Fiber, air dash, j.mp).
  • [combo without j.mp] launch, j.mp, j.mk(1 hit), air dash, j.mp (mentioned under resets).
  • [combo with j.lk] land from a restand combo, jump back j.lk.
  • [full combo or combo with j.hk] H Fiber Upper, air dash, j.hk (air dash back in the corner).
  • [full combo or combo with c.lk] OMNOMNOM, max range c.lk.
  • [combo with s.lp] s.lp, Cat Strike (you can use pretty much anything to trigger the burst, if the Cat Strike is done at the right time the burst should whiff, doesn't really have to be s.lp).
  • [combo with c.lk] L Fiber Upper, j.lk, j.hk, wait a bit, OTG c.lk.
  • [combo with c.lk] Cat Slide, max range OTG c.lk.
  • [combo with j.lk] launch, j.lp, j.mp, j.mk, adc, j.lk, j.hk. (2 hit bait).
  • [combo with El Gato] launch, TK H El Gato (TK back if you're in the corner).
  • [full undizzy combo] launch, j.hk, air dash back (doesn't work if they burst right away).

Okizeme

Video: Headless Fortune Safejumps

After H El Gato in the air and Cat Scratch Fever you get a sliding knockdown with plenty of time to run up and setup a mix-up on your opponent. Here some stuff you can do:

  • Dash up, block+assist/empty jump+assist - Old but Gold, can't go wrong with a bait in this game.
  • Dash up, c.lk/IAD j.hp/grab - Cheesy low/high/throw mix-up.
  • Dash up, jump over and call assist - Pretty easy to see but can be made effective by mixing it up with the next one.
  • Dash up, jump over and call assist, air dash back - Fake cross-up.
  • Dash up, jump over, jumping normal (optional), air dash back j.hp/j.hk - Same but without assists.
  • Dash up, s.hk on the head, jump, j.hk/empty jump c.lk/empty jump grab - Depends on the position of the head but it's basically a reversal-proof version of the second one.

Strategy

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Goals
Offense
Neutral
Defense
Other techniques

Counterplay

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

How to beat this character
Counters to common techniques

Resources

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.


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