Skullgirls/Ms. Fortune

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SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG MsFortune portrait.jpg
Ms. Fortune
Voiced by: Kimlinh Tran
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

Ms. Fortune

SG MsFortune icon.png
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.[1]

In a nutshell
Nadia doesn't let her misfortunes slow her down. With her head on her shoulders, her HP button attacks give her a perfect air dash cross up attack and huge damage from her heavy normals. If she decides to drop her head, is becomes an independent, hard to hit threat while the body attacks with a mind of its own. Trapping the opponent between Ms. Fortune's pieces can lead to obnoxious block strings, ambiguous cross ups, or even the dreaded "sandwich" combo. Maybe she never needed a head to begin with? Ms. Fortune plays best as part of a team, happily tagging out when her head gets in trouble and offering a point character a few unique tricks with her headless Ensemble and tag in tactics.

Basics

Movement
Walk: Average
Jump: Double jump
Dash or Run: Ms. Fortune has a fast forward run and an average speed backward run that will end after a set distance.
Air Dash: Average speed 2 way (forward and backward) air dash.
Chains
Standing: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png
Crouching: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png
Air: 6 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png ---.png Hk.png

Signature Techniques

  • With her Head On, Ms. Fortune has access to come of her most powerful attacks. j.HP stands out as her easiest move to use during an IAD to hit as a cross up. s.HP, s.HK, c.HP, and HP Cat Scratch all deal more damage than the equivalent Headless moves. Cat Spike and Cat Strike both detach Fortune's head, causing a lengthy stun animations the opponent on hit. Transitioning to Fortune's Headless mode sacrifices the Head On advantages to give her some new attacks and gives the player some new strategic options.
  • While Headless, Ms. Fortune's minimum air dash height increases, she loses all of her Head On attacks, and she can only perform single hit versions of her Cat Scratch specials. More than making up for the losses, she gains the ability to attack with the disembodied head. The head's 2 independent normals and 2 specials all use the HP button. The body remains under player control and takes all other commands. The head's resting animation shows the head's cooldown timer after an attack. Simultaneous attacks from the head and body, especially when the opponent becomes trapped between the two, lead to combos Ms. Fortune could never do in one piece. The head can't do anything if the body is not preforming a Blockbuster, in block stun, or in any sort of hit stun. When the body tags out, Ms. Fortune's head will remain on screen watching the fight.
  • Ms. Fortune's attacks can hit her own head without dealing damage to herself, bouncing it forward for a Decap Attack that remains active as long as the head appears spinning. HP button commands only register for the head as the button gets released. As the player holds HP, Fortune's body will not interact with her head. Careful use of button holds and negative edge commands give a skilled player the ability to work Decap Attack hits into a combo exactly when they are needed. Of course, the opponent can also attack Ms. Fortune's head as long as the body remains the point character. The head takes 50% of normal damage and can't block, but is small enough to avoid most attacks. Damage dealt to the head will drain Ms. Fortune down to 1 point of life but not deal fatal damage for her body.

Ensemble Selection

  • Fiber Upper (→↓↘ + K): A useful Startupinv.png anti-air Ensemble. LK and HK button versions of this move work just as well as the Default Ensemble Choice MK version. Ms. Fortune cannot include the jump follow up in a custom action. Although the Headless version of this move downgrades Fortune's completely invulnerable frames to throw invulnerability, she always has full invulnerability when performing the attack as an Ensemble.
  • One Two Punisher (s.MK): As a custom Ensemble a carefully timed s.MK can keep an opponent on the ground in hit or block stun longer than any of Ms. Fortune's other normals.
  • Cat Scratch (↓↘→ + P): With her Head On, this custom Ensemble will command Fortune to use the first hit of Cat Scratch series. When Headless, the same command will give the last hit of the series. Ms. Fortune can use the last hit of the HP version of the attack as an Ensemble even when she is Headless.
  • Be Headed (↓↙← + P): Ms. Fortune preforms a Cat Strike if she has her Head On. The two hit move has significant Startupinv.png , block stun, and has a good chance of actually hitting for a Stagger.png when called at close range. If Ms. Fortune is Headless, the same Ensemble gets a Cat Call and holds it until the head returns to the body. Ms. Fortune has this pair of attacks as a Default Ensemble Choice with a unique move name. All strength (↓↙← + P) commands give the same attacks when selected as a custom action.

Move List

Normals

Command Name / Quote Properties (glossary)
Lp.png Neko Punsh Chains Twice
Damage Meter Gain Start Up Active Recovery
250 2.5% 5 2 12
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 18 4 5
  • When chaining twice, the second attack is identical to the first.
Head On Mp.png Facepalm
Whaaah!
Ms. Fortune's Head On drill attack is slower than the simpler Headless version of s.MP. The multiple hits can force significant damage scaling if used early in a combo.
Damage Meter Gain Start Up Active Recovery
115 x4, 400 2.3% x5 12 3, 3, 3, 3, 5 25
Hit Stop Hit Stun Block Stun On Hit On Block
1 x4, 9 16 x4, 22 17 x4, 21 -7 -8
Head On Hp.png Ears Pierced
Headbutt!
This long range stab requires Ms. Fortune's Head On. It can combo into any strength of Cat Scratch from max range.
Damage Meter Gain Start Up Active Recovery
1000 10% 14 4 25
Hit Stop Hit Stun Block Stun On Hit On Block
12 28 19 0 -9
Lk.png Fishbone Flop
Swipe!
A quick attack that hits at the perfect height to bounce Ms. Fortune's head off of the ground.
Damage Meter Gain Start Up Active Recovery
350 2.5% 10 2 19
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 18 -3 -2
Mk.png One Two Punisher
Cat tail!
A 2 hit attack that keeps an opponent in place with a long hit or block stun, making it a strong normal with or without Ms. Fortune's head. It will easily chain into s.HP or s.HK from the body or give the head time to combo into an attack of it's own.
Damage Meter Gain Start Up Active Recovery
300, 400 3.8% x2 13 2, (8), 3 22
Hit Stop Hit Stun Block Stun On Hit On Block
5, 9 18, 23 19, 21 -1 -3
Head On Hk.png Wheel of Fortune
A 3 hit attack that deals the most total damage from any of Ms. Fortune's normals.
Damage Meter Gain Start Up Active Recovery
300, 350, 600 2.5% x2, 4.5% 16 3, (7), 3, (7), 3 23
Hit Stop Hit Stun Block Stun On Hit On Block
3 x2, 11 23 x2, 28 18 x2, 19 3 -6
D.png + Lp.png Toy Touch Chains Twice
Nya...
Damage Meter Gain Start Up Active Recovery
250 2.5% 6 2 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 18 3 4
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
250 2.5% 7 2 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 18 3 4
D.png + Mp.png Hand In Hand
Pawsome!
A single attack that hits in front and behind Ms. Fortune while lowering her hit box. This attack easily chains into s.HK.
Damage Meter Gain Start Up Active Recovery
425 7.5% 11 3 24
Hit Stop Hit Stun Block Stun On Hit On Block
9 21 18 -5 -8
Head On D.png + Hp.png High Brow Launch.png
Head games?
A Launch.png with Ms. Fortune's Head On. The attack has better damage than Ms. Fortune's Headless s.HK.
Damage Meter Gain Start Up Active Recovery
1000 10% 15 3 31
Hit Stop Hit Stun Block Stun On Hit On Block
10 29 21 -4 -12
D.png + Lk.png Knees and Toes Low.png
A quick kick with more range than equivalent lows from other cast members. It can also kick Ms. Fortune's head at the opponent.
Damage Meter Gain Start Up Active Recovery
325 2.5% 6 2 11
Hit Stop Hit Stun Block Stun On Hit On Block
7 16 15 4 3
D.png + Mk.png Nail Clipper
Damage Meter Gain Start Up Active Recovery
450 7.5% 11 3 20
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 19 1 -3
D.png + Hk.png Kitten Spin Low.png
Tail and nails!
Ms. Fortune's 2 hit sweep gives an invulnerable sweep 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.
Damage Meter Gain Start Up Active Recovery
350, 850 5% x2 13 3, (10), 3 25
Hit Stop Hit Stun Block Stun On Hit On Block
9, 11 13, 14 16, 17 Sweep.png -10
(air) Lp.png Claws for Alarm High.png
Damage Meter Gain Start Up Active Recovery
250 2.5% 6 3 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 19 18 1 0
(air) Mp.png Claws for Concern High.png
Claws out!
Damage Meter Gain Start Up Active Recovery
400 7.5% 11 3 17
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 22 3 3
Head On (air) Hp.png X-scrape Claws High.png
Cross my heart!
Ms. Fortune needs to keep her Head On to use this powerful attack. Its large hit box works well in an IAD and can easily hit the opponent as a cross up.
Damage Meter Gain Start Up Active Recovery
775 10% 12 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
11 20 18 0 -2
(air) Lk.png Shock and Paw High.png
asdf
Damage Meter Gain Start Up Active Recovery
300 2.5% 8 2 11
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 18 8 6
(air) Mk.png Footloose High.png
Stitch up!
Preforming this 2 hit air normal gives Ms. Fortune a slight upward boost in her jump. Attacking with IAD j.LK > j.MK will keep Ms. Fortune airborne at a deceptively low height.
Damage Meter Gain Start Up Active Recovery
300, 400 3.8% x2 11 3, (13), 3 12
Hit Stop Hit Stun Block Stun On Hit On Block
6, 10 17, 21 20, 24 7 10
(air) Hk.png Flying Screen Door High.png
Spinning drop!
A circular kick that covers a large area on top and in front of Ms. Fortune. A hit from any of its active frames will send an airborne opponent straight down.
Damage Meter Gain Start Up Active Recovery
950 10% 15 5 13
Hit Stop Hit Stun Block Stun On Hit On Block
12 23 22 6 OR Knockdown.png (vs air) -12
  • When used outside of a chain combo, causes a knockdown similar to Sweep.png against aerial opponents, allowing an immediate ground recovery.

Command Normals

Command Name / Quote Properties (glossary)
Headless Mp.png Hand Shake
Damage Meter Gain Start Up Active Recovery
600 7.5% 9 2 20
Hit Stop Hit Stun Block Stun On Hit On Block
9 20 22 -1 1
Headless Hp.png Headbutt Proj.png
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.
Damage Meter Gain Start Up Active Recovery
675 (1.3%) 2.2% 14 22 7
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 20 N/A N/A
  • The head has 30f of cooldown after a successful attack.
Headless Hk.png Limber Up Launch.png
A Launch.png attack for the Headless Ms. Fortune. It doesn't have as much damage as her Head On c.HP, but it gives the same launch trajectory and the same opportunity for a combo. Hitting her own head with this attack allows Fortune to jump cancel while sending the head in a high arc.
Damage Meter Gain Start Up Active Recovery
1050 10% 15 2 33
Hit Stop Hit Stun Block Stun On Hit On Block
12 29 21 -5 -13
Headless B.png OR F.png + Hp.png Zoom! Proj.png
A dashing attack from Ms. Fortune's disembodied head. This Headless move can quickly re-position the head, trip opponents forward with a knockdown on hit, or sneak in an OTG hit. If the body blocks or takes a hit during start up or active frames of this move, Zoom! will end immediately.
Damage Meter Gain Start Up Active Recovery
675 (1.3%) 2.2% 23 20 14
Hit Stop Hit Stun Block Stun On Hit On Block
10 22 25 Knockdown.png N/A
  • The head has 50f of cooldown after a successful attack.
N/A Decap Attack Proj.png
Wheee!
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.
Damage Meter Gain Start Up Active Recovery
300 2.5% 4 N/A 4
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 14 N/A N/A
  • The head has 4f of cooldown after landing.

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Apotemnophobia Throw.png
Feeling clawstrophobic?
Damage Meter Gain Start Up Active Recovery
0, 100 x5, 300 0, 3.6% x5, 0 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Knockdown.png N/A
(air) Lp.png + Lk.png Cat Ceiling Airthrow.png Airdashcancel.png
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.
Damage Meter Gain Start Up Active Recovery
0, 1000 0, 15% 7 3 19
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png Cat Scratch
Rawr!
Ms. Fortune reaches forward with a claw swipe that can cancel into additional moves on hit or miss, creating a series of up to 3 attacks. With her Head On she can chain Cat Scratch into itself with additional P inputs, ending in a knockdown from the third hit. The Cat Slide and El Gato variants replace the second or third hit with a surprising low or high attack. She can also cancel the second Cat Scratch directly into the hit invulnerable Cat Strike to relatively safely remove her head from close range. When Headless, Ms. Fortune cannot chain Cat Scratch attacks; she will go directly into the third hit and can use the Cat Slide and El Gato variants on their own.
Lp.png
Damage Meter Gain Start Up Active Recovery
300 (2.5%) 9.1% 14 3 23
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 21 -1 -4
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
350 (2.5%) 9.1% 12 3 24
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 21 -3 -5
---.png ---.png Lp.png
Damage Meter Gain Start Up Active Recovery
950 (2.5%) 9.1% 15 4 27
Hit Stop Hit Stun Block Stun On Hit On Block
11 28 23 Knockdown.png -7
Mp.png
Damage Meter Gain Start Up Active Recovery
350 (2.5%) 9.1% 19 4 27
Hit Stop Hit Stun Block Stun On Hit On Block
10 27 22 -3 -8
---.png Mp.png
Damage Meter Gain Start Up Active Recovery
400 (2.5%) 9.1% 16 3 30
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 22 -7 -10
---.png ---.png Mp.png
Damage Meter Gain Start Up Active Recovery
1100 (2.5%) 9.1% 17 4 28
Hit Stop Hit Stun Block Stun On Hit On Block
11 28 24 Knockdown.png -7
Hp.png
Damage Meter Gain Start Up Active Recovery
400 (2.5%) 9.1% 23 4 29
Hit Stop Hit Stun Block Stun On Hit On Block
11 30 23 -2 -9
---.png Hp.png
Damage Meter Gain Start Up Active Recovery
450 (2.5%) 9.1% 20 3 34
Hit Stop Hit Stun Block Stun On Hit On Block
10 27 23 -9 -13
---.png ---.png Hp.png
Damage Meter Gain Start Up Active Recovery
1250 (2.5%) 9.1% 20 4 30
Hit Stop Hit Stun Block Stun On Hit On Block
12 28 25 Knockdown.png -8
After Cat Scratch:
---.png K.png
El Gato High.png
Wreck-a your face!
The high Cat Scratch variant does not combo; it resets and allows Fortune to begin a new combo off of the ground bounce if the opponent does not react with the appropriate block.
Damage Meter Gain Start Up Active Recovery
1100 (2.5%) 9.1% 30 3 17
Hit Stop Hit Stun Block Stun On Hit On Block
12 26 20 Groundbounce.png 1
After Cat Scratch:
---.png D.png + K.png
Cat Slide Low.png
Wreck-a your shins!
The low Cat Scratch variant can combo off of any hit of any strength of the series.
Damage Meter Gain Start Up Active Recovery
450 (2.5%) 9.1% 10 15 17
Hit Stop Hit Stun Block Stun On Hit On Block
10 18 21 Knockdown.png -10
Dp.png + K.png , K.png Fiber Upper Startupinv.png Strk.png Default Ensemble Choice (MK)
Streeetch!
Ms. Fortune's invulnerable, anti-air handstand kick reaches higher with increasing button strength. With a successful first hit, tapping K again during active frames will end the move with a follow up command jump. This leaves Ms. Fortune to recover in in the air, free to preform any action she could from a normal jump. Ms. Fortune can start an air chain on hit after the jump. Although the jump cannot be used on block, it can be used on whiff as an unexpected means of transportation. When Headless, the invulnerable frames are invulnerable to throws only.
Lk.png
Damage Meter Gain Start Up Active Recovery
850 (2.5%) 9.1% 13 1 29
Hit Stop Hit Stun Block Stun On Hit On Block
11 27 16 -2 -13
  • Invulnerability for 7f of start up.
  • 8f start up on follow up jump.
Mk.png
Damage Meter Gain Start Up Active Recovery
550 x2 (2.5%) 9.1% x2 14 3, 2 32
Hit Stop Hit Stun Block Stun On Hit On Block
5, 10 20, 31 21, 17 -2 -16
  • Invulnerability for 12f of start up.
  • 9f start up on follow up jump.
Hk.png
Damage Meter Gain Start Up Active Recovery
450 x2, 550 (2.5%) 9.1% x3 15 2, 2, 2 36
Hit Stop Hit Stun Block Stun On Hit On Block
5 x2, 10 20x 2, 31 21 x2, 17 -6 -20
  • Invulnerability for all of start up and 2f of active.
  • 11f start up on follow up jump.
(air) Qcb.png + K.png El Gato Aironly.png
Cat's claw!
This single hit axe kick causes knockdown vs air for the LK and MK versions. The HK version will causes a superior ground bounce vs ground and a slide vs air. Not to be confused with the ground version used alone with Cat Scratch, the default version of El Gato does not require the opponent to block high.
Lk.png
Damage Meter Gain Start Up Active Recovery
900 (2.5%) 9.1% 17 3 19
Hit Stop Hit Stun Block Stun On Hit On Block
10 22 21 1 OR Knockdown.png (vs air) 0
Mk.png
Damage Meter Gain Start Up Active Recovery
1000 (2.5%) 9.1% 19 3 22
Hit Stop Hit Stun Block Stun On Hit On Block
11 24 22 0 OR Knockdown.png (vs air) -2
Hk.png
Damage Meter Gain Start Up Active Recovery
1100 (2.5%) 9.1% 21 3 26
Hit Stop Hit Stun Block Stun On Hit On Block
12 26 24 Groundbounce.png OR Slide.png (vs air) -4
Head On Qcb.png + Hp.png Cat Strike Startupinv.png Default Ensemble Choice Proj.png
Rolling Start!
Ms. Fortune bowls her head at the opponent, detaching it from her body. She has lengthy invulnerability to hits during the start up frames, but the attack is slow enough that it will not combo without the aid of an Ensemble. The stagger will only trigger if it connects at close range for 2 hits. Obviously, using this attack to detach Ms. Fortune's head requires her Head On.
Damage Meter Gain Start Up Active Recovery
750, 800 OR 750 x2 (2.5%) 9.1%, 4.6% 30 4, - 26
Hit Stop Hit Stun Block Stun On Hit On Block
12, 12 26 x2 21, 17 11, Stagger.png
OR N/A
2
Head On (air) Qcb.png + Hp.png Cat Spike Aironly.png Proj.png
Incoming!
When volleyball spiking her head at the opponent, Ms. Fortune hits with both her hand and the head. Only the first hit causes the full ground bounce; hitting with only the second hit from the head or with both hits at the same time will cause the standard knockdown. Similar to Cat Strike, Fortune can't combo Cat Spike directly from her air normals. Working this move into any combo requires a bit of creativity. Taking advantage of the ground bounce in a combo requires extremely careful positioning and may be impossible against certain heavier characters.
Damage Meter Gain Start Up Active Recovery
750, 550 (2.5%) 9.1%, 4.6% 21 2, - 15
Hit Stop Hit Stun Block Stun On Hit On Block
12, 12 26 x2 21, 17 Groundbounce.png , Knockdown.png 8
Headless Dp.png + P.png Feline Allergies Startupinv.png Strk.png Proj.png
A-choo!~
Ms. Fortune's head gets invulnerable frames during this attack, not the Headless body. The head will not stop the sneeze if the body blocks or gets hit during the head's start up frames.
Damage Meter Gain Start Up Active Recovery
950 (1.3%) 4.6% 18 14 6
Hit Stop Hit Stun Block Stun On Hit On Block
11 30 20 N/A N/A
Headless Qcb.png + Hp.png OMNOMNOMNOM
A Headless attack which appears as throw on hit from the head, but actually holds the opponent in place in a standard hit stun. The body can hit the opponent out of the head's biting animation while a typical throw leaves the victim invulnerable during the animation. The head always ends the attack by leaping away from the nearest corner.
Damage Meter Gain Start Up Active Recovery
120 x8 (1.3%) 1% x8 20 30 4
Hit Stop Hit Stun Block Stun On Hit On Block
10 22 (82) 20 N/A N/A
Headless Qcb.png + Lp.png OR Mp.png Cat Call Default Ensemble Choice
Here body, body...
The body calls the head to return, running back and re-attaching as P is held. Both the head and body are completely vulnerable during this move, giving Ms. Fortune a bit of a challenge if she wants her head back on her shoulders.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 12 N/A 19
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • Assumes immediate cancel; no head attach.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 12 N/A 26
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • Assumes head attach on first possible frame.

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png Alley Cat Oop Tag In
Nya-o it's my turn!
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.
Damage Meter Gain Start Up Active Recovery
500 2.5% N/A N/A 22
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 17 N/A N/A
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Cat-apult Outtake
All in the wrist.
If Ms. Fortune hits her own head with her Outtake, the head bounces across the screen extremely quickly for multiple hits and will still counts as an Outtake. If Ms. Fortune gets hit by an Outtake with her Head On, she'll drop her head and leave it on screen.
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcf.png + P.png P.png Cat Scratch Fever Level 1 Blockbuster Startupinv.png
Fur-serker Purr-rage!
Ms. Fortune attacks with a series of invulnerable claw swipes, ending with a headbutt and causing a slide stun with her Head On. The Headless version of this Blockbuster 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.
Head On
Damage Meter Gain Start Up Active Recovery
350 x10, 1900 -100% 4 + 1 2, (4), 2, (4) ... 2, (4), 2, (21), 11 19
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 0 x10, 19 34 x10, 30 35 x10, 18 Slide.png -11
  • Invulnerable for all start up through 7f of active.
Headless
Damage Meter Gain Start Up Active Recovery
250 x3, 550, 850, 1700 -100% 9 + 2 (until ground), (3), 1, (5), 3, (29), 5 54
Hit Stop Hit Stun Block Stun On Hit On Block
(5) 3 x3, 10, 11, 35 16 x6 19 x4,
38, 19
Knockdown.png -48
  • Invulnerable for all start up through 7f of active.
(air) Qcb.png + K.png K.png Feral Edge Level 1 Blockbuster Startupinv.png Aironly.png
I'll take a stab at it!
Ms. Fotune's air only Blockbuster 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. Because Feral Edge can only be performed in the air, it can never be used as a Blockbuster Sequel.
Damage Meter Gain Start Up Active Recovery
250 x3, 550, 850, 1700 -100% 9 + 2 (until ground), (3), 1, (5), 3, (29), 5 54
Hit Stop Hit Stun Block Stun On Hit On Block
(5) 3 x3, 10, 11, 35 16 x6 19 x4,
38, 19
Knockdown.png -48
  • Invulnerable for all start up through 5f of active.
Qcb.png + P.png P.png The 5th of Dismember Level 3 Blockbuster Startupinv.png Throwonhit.png
Remember, remember...
This Blockbuster hits as Ms. Fortune's limbs fly off screen. If any of them connect they start a throw on hit where the opponent travels with the limb 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. The Blockbuster will always bring Ms. Fortune back to the heads location, even if the body starts the move Headless.
Damage Meter Gain Start Up Active Recovery
500, 4500 -300% 10 + 3 -, 3 56
Hit Stop Hit Stun Block Stun On Hit On Block
(9), N/A, 25
(10 on block)
N/A, 25 N/A, 28 Knockdown.png -30
  • Invulnerable for all start up through 1f of active.

Colors and Costumes

SG palette MF01.jpg Palette 1:
Lp.png

Default color palette.
SG palette MF02.jpg Palette 2:
Mp.png

Original alternate color palette.
SG palette MF03.jpg Palette 3:
Hp.png

Based on Reiko Hinomoto from Rumble Roses.
SG palette MF04.jpg Palette 4:
Lk.png

Original color palette based on Ms. Fortune's original costume design.
SG palette MF05.jpg Palette 5:
Mk.png

Original alternate color palette.
SG palette MF06.jpg Palette 6:
Hk.png

Based on Shelly, a character associated with Megalomaniac, an NPC from Gaia Online designed by Alex Ahad.
SG palette MF07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Based on Celty Sturluson from Durarara!!.
SG palette MF08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Based on Black★Rock Shooter.
SG palette MF09.jpg Palette 9:
Lp.png + Lk.png

Based on Morrigan Aensland from Darkstalkers.
SG palette MF10.jpg Palette 10:
Mp.png + Lk.png

Based on Fran from Final Fantasy XII.
SG palette MF11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Original color palette based on the Xbox 360.
SG palette MF12.jpg Palette 12:
Lp.png + Hp.png

Original color palette based on the Playstation 3.
SG palette MF13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Based on "Blue" Mary Ryan from King of Fighters.
SG palette MF14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on Leona Heidern from King of Fighters.
SG palette MF15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Based on PUSSYCAT, a claymation short film by Takena.
SG palette MF16.jpg Palette 16:
Lp.png + Mp.png

Based on the Thief from Dungeons and Dragons: Shadow of Mystara.
SG palette MF17.jpg Palette 17:
Lp.png + Mk.png

Based on Etna from Disgaea.
SG palette MF18.jpg Palette 18:
Mp.png + Mk.png

Based on Mami Tomoe from Puella Magi Madoka Magica.
SG palette MF19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Based on Black Orchid from Killer Instinct.
SG palette MF20.jpg Palette 20:
Hp.png + Mk.png

Original alternate color palette.
SG palette MF21.jpg Palette 21:
Lp.png + Hp.png + Mk.png

Based on She Hulk from Marvel Vs Capcom 3.
SG palette MF22.jpg Palette 22:
Mp.png + Hp.png + Mk.png

Original alternate color palette based on Jack "Trades" Rye, a Skullgirls fan character.

Extras

Head On/Headless Ensembles

Some overlapping commands give Ms. Fortune different attacks with her Head On and when Headless Ms. Fortune. Similar to Cat Strike and Cat Call appearing as the same Default Ensemble Choice, these other inputs can effectively give Fortune two custom Ensembles at the same time. Other inputs seem as if they would give a double Ensemble but don't. Some have unexpected effects, such as allowing Fortune to use a single hit HP Cat Scratch while Headless.

Custom Ensemble Command Ensemble with Head On Ensemble when Headless
Hp.png Ears Pierced:
Head On Hp.png
Headbutt:
Headless Hp.png
B.png OR F.png + Hp.png Ears Pierced:
Head On Hp.png
Headbutt:
Headless Hp.png
Db.png OR Df.png + Hp.png High Brow:
Head On D.png + Hp.png
Zoom!:
Headless B.png OR F.png + Hp.png
D.png + Hp.png High Brow:
Head On D.png + Hp.png
Headbutt:
Headless Hp.png
Qcf.png + Hp.png Cat Scratch:
Qcf.png + Hp.png (first attack)
Cat Scratch:
Qcf.png + Hp.png (third attack)
Dp.png + Hp.png High Brow:
Head On D.png + Hp.png
Zoom!:
Headless B.png OR F.png + Hp.png
Qcb.png + P.png Cat Strike:
Head On Qcb.png + Hp.png
Cat Call:
Headless Qcb.png + Lp.png OR Mp.png (hold)

Patch History

Are Your Ready For? Edition to Skin and Bones

  • Fixed a bug that corrupted Ms. Fortune's lighting information in certain spots.
  • Throw animations that would normally grab an opponent's head (Painwheel's ground throw, Big Band's air throw, etc) now grab at Ms. Fortune's body instead of her missing head. Fortune still breathes gas through her neck during Valentine's ground throw.
  • Fixed a bug where an input for another back dash during the recovery of Ms. Fortune's back dash could give her a forward dash instead.
  • Fixed a cleanup error in j.MP.
  • The 5f early input window on Fiber Upper's command jump now also allows special move commands instead of only normal moves.
  • Cat Strike received the following changes:
    • Invulnerability changed: invulnerable to hits only, never to throws.
    • Cancelling from the end of Cat Scratch Fever removes all invulnerability from Cat Strike.
  • OMNOMNOM will now produce appropriate red or green hit sparks if the opponent can perform an Infinity Breaker as soon as the OMNOMNOM ends.
  • Tag In attack can now generate Drama and get watched by IPS as originally intended.
  • Feral Edge's induced hit stop lowered; it can now be blocked on reaction after the flash at any range.
  • Fifth of Dismember updated: can now do a Blockbuster Sequel from the final explosion hit, but only after a successful first hit from one of her limbs.

Unfinished Business Edition to Are Your Ready For? Edition

  • Ms. Fortune can no longer miss her own head with Cat Spike when moving backward against the screen edge.

Encore to Unfinished Business Edition

  • The control of Ms. Fortune's head received the following changes:
    • The cooldown/command lockout after getting hit is now a uniform 15f, regardless of the attacks.
    • Head normals (Zoom! and Headbutt) can no longer cancel to head specials (Feline Allergies and OMNOMNOM) on block.
    • Head normals can now cancel into Cat Call on hit or whiff. Canceling in this fashion adds 75f of cooldown to the head if not recovered by the body, like other head specials.
    • When forced in from an Outtake, the head can no longer act before the body can act.
    • When tagged in, the head can't act until 15f after the tag begins, preventing an accidental command overlap from the tag input. It can still move it before the body enters the screen.
    • If the body is stuck in a combo and the head is free, projectiles will now ignore the head; it can no longer absorb a mid-combo a Motor Brigade or Boxcar George meant for the body.
    • The head will no longer accept commands during an Infinity Breaker or during the vulnerable recovery of an Infinity Breaker.
    • Fixed a bug where, if Fortune was revived headless after a Valentine level 5 or a 1v1 down, her head would no longer be limited by the screen.
  • Head On s.HP received the following changes:
    • Start up reduced by 2f.
    • Recovery increased by 2f.
    • Damage increased to 1100 from 1000.
    • Improved hit spark effect.
  • Head On j.HP received the following changes:
    • Start up reduced by 2f.
    • Damage reduced to 775 from 975.
    • On hit push back now sends the defending character slightly downward.
  • Fiber Upper and El Gato now have a proper Blockbuster cancel lockout period at the end of recovery.
  • Fiber Upper received the following changes:
    • When Headless, it now has invulnerability to throws only. When used as an Ensemble it keeps full invulnerability.
    • Air block push back reduced for HK version, allowing a slightly quicker landing for the defending character.
    • Fixed a bug that would allow a cancel from the follow up jump without starting a new chain with IPS. This also prevents a first frame j.HK from causing a full knockdown as if it was chained.
  • Cat Strike hit stun reduced to give -2f advantage on block, down from +1f.
  • Feline Allergies active frames increased by 4f.
  • Head On Cat Scratch Fever received the following changes:
    • Recovery can now be cancelled into Cat Strike on hit.
    • Recovery changed to make it impossible to combo out of the slide stun with a normal.
  • Feral Edge received the following changes:
    • When Headless, increased lockout period for commands to the head on whiff and block.
  • Fixed a bug where getting KOd while trading hits on a specific frame would result in a floating Fortune corpse.

More Different Edition to Encore

  • Headbutt and Zoom! now add 30 Drama as heavy normals and no longer add bonus Drama when hitting as a juggle.
  • Fiber Upper follow up jump now has a 5f buffer window to input an air attack on the first frame of the jump.
  • Fixed the small shimmy at the end of The Fifth of Dismember to avoid the rare situation where it hits as a cross up if the first hit missed and the opponent stands directly on top of the head.
  • Infinity Breaker hit box changed to the same height as everyone else.

Slightly Different Edition to More Different Edition

  • New normal attack added: Wheel of Fortune (s.HK with Head On).
    • Great for piling on damage during Head On ground chains.
    • The old s.HK can only be performed when Headless.
  • Increased damage on Head On normals:
    • s.HP to 1100.
    • c.HP to 1000.
    • j.HP to 975.
  • Head on c.HP changed to give the same launch trajectory (and combos) as Headless s.HK.
  • Various Head On moves will no longer force Ms. Fortune to drop her head if she's counter hit.
  • Getting hit by an Outtake will now force Ms. Fortune to drop her head.
  • While Headless, Ms. Fortune has a longer IAD lockout and higher minimum airdash. She can no longer combo IAD j.LK > j.MK and have the j.MK hit twice.
  • The first hit of c.HK now breaks armor.
  • Air throw now tosses the opponent downward more slowly and the recovery can be cancelled with an air dash, similar to Filia. This makes combos off of air throw easier, with a mid height air throw able to cancel to air dash and combo to j.HP.
  • Attack damage from hitting your own head reduced to 300 from 500.
  • Attacks from the head can juggle off any move, but add 30 Drama for Headbutt or Zoom!, and 20 Drama for specials. Catching the opponent out of the air with Headbutt or Zoom! adds 1.5x as much Drama.
  • The head can no longer be controlled during a Double Take combo.
  • Zoom! can now catch Cerebella out of a knockdown.
  • The Cat Scratch series of special moves received the following changes:
    • Follow up attack commands simplified: P gives the next Cat Scratch, K gives El Gato, and ↓+K gives Cat Slide.
    • When Headless, Cat Scratch is a standalone move; Ms. Fortune will only preform the final hit.
    • When Headless, Ms. Fortune preform Cat Slide and El Gato follow ups are independent special moves with ↓↘→+K and ↓↙←+K commands.
    • Cat Slide now breaks armor.
    • Cat Scratch > El Gato now gives 1f of advantage on block from 5f.
  • Fiber Upper received the following changes:
    • The MK and HK versions have a much smaller hitbox on the first hit. The K followup jump can only be used if this first hit connects. The jump is still possible if the attack completely whiffs.
    • Opponent movement after the MK and HK versions changed to improve the ability to combo after these versions.
    • LK version is now disadvantaged -13f on block and has 7f of invulnerability, ending 6f before active frames.
    • MK version is now disadvantaged -16f on block and has 12f of invulnerability, ending 2f before active frames.
    • HK version is now disadvantaged -20f on block and has 17f of invulnerability, covering all start up frames the active frames for the first hit.
  • El Gato will now auto-correct if performed during a normal jump and can be preformed when jumping backward.
  • OMNOMNOM now chooses which direction to go at the end of start up instead of at the beginning.
  • The Headless version of Cat Scratch Fever has decreased minimum damage to more closely match the Head On version.

Initial Release Version to Slightly Different Edition

  • The Cat Scratch series of attacks received the following adjustments:
    • Series strength is now determined by first punch used. Any punch can still be used to continue the attack, but it will not change strength.
    • Rebalanced damage and redistributed it so most is in the 3rd hit:
      • LP: Old 450+500+650=1600; New 300+350+950=1600
      • MP: Old 575+625+775=1975; New 350+400+1100=1850
      • HP: Old 700+750+900=2350; New 400+450+1250=2100
    • Increased the speed of El Gato variant.
    • El Gato variant can now be canceled into Blockbuster attacks up through the hit.
  • Headbutt and Zoom! headless attacks have received the following adjustments:
    • Equalized the damage of both attacks to 675.
    • Now give meter equivalent to that of a projectile rather than a physical attack on hit.
  • The Screw Attack from attacking the detached head received the following adjustments:
    • Reduced damage from 575 to 500
    • Now gives meter equivalent to that of a projectile rather than a physical attack on hit.
  • As with other "cinematic" Blockbuster attacks, Fifth of Dismember will now prevent time-outs until it finishes.
  • When used with Ms. Fortune's head attached, Cat Scratch Fever's last hit now knocks the opponent higher, slides further, and is easier to combo after in the corner.
  • The headless variant Just Claws now connects properly against crouching Painwheel and Ms. Fortune.
  • During Omnomnom, Ms. Fortune's head will now fly away from the nearest screen edge when the move ends or is interrupted.
  • Cat Call now always plays 9 frames of the loop even if the button is not held.
  • Headless Stunt Doubles have received the following adjustments:
    • s.HP and c.HP no longer play the head-attached attack animation.
    • Recovery is now longer than 1 frame.
  • Cat Spike now causes knockdown instead of ground bounce.
  • Reduced the hit stun of a headless s.MP by 5 frames.
  • Head attacks will no longer hit out of the air (will always OTG) after: Cat Scratch 3rd hit, Cat Slide, and chained j.HK.
    • Feline Allergies will still juggle off chained j.HK.
  • Ms. Fortune can now perform Feline Allergies after the last hit of a successful Feral Edge with her head on in order to continue the combo headless.