Difference between revisions of "Skullgirls/Ms. Fortune/Resets"

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(Burst Baits)
(Burst Baits)
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===Burst Baits===
 
===Burst Baits===
  
* 623LK~K jLP jLK jMP jump back jLK. Universal midscreen. In the corner use 2HK(1) 623LK~K jLP jLK jMP jump back jLP jMP for a two hit burst bait.
+
* 623LK~K jLP jLK jMP jump back !jLK. Universal midscreen. In the corner use 2HK(1) 623LK~K jLP jLK jMP jump back jLP jMP for a two hit burst bait.
  
* 2HP/5HK IAD jMP (triggers burst). This can be mixed up with an airthrow and even if they don't burst you'll get a left/right mixup as they fall.
+
* 2HP/5HK IAD !jMP. This can be mixed up with an airthrow and even if they don't burst you'll get a left/right mixup as they fall.
  
* 623LK~K jLK jHP 214MK jump back jLK. Grounded burst bait. Universal though vs thinner characters you need to neutral jump midscreen.
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* 623LK~K jLK jHP 214MK jump back !jLK. Grounded burst bait. Universal though vs thinner characters you need to neutral jump midscreen.
  
* 623LK~K jLK jHK 2LK (triggers burst). A gimmick reset that will work more often then it should. Use sparingly when the opponent has forgotten about it.
+
* 623LK~K jLK jHK !2LK. A gimmick reset that will work more often then it should. Use sparingly when the opponent has forgotten about it.
  
* 5LP (triggers burst) 214P. You can use pretty much anything to trigger the burst, if the 214P is done at the right time the burst should whiff, doesn't have to be 5LP.
+
* !5LP 214P. You can use pretty much anything to trigger the burst, if the 214P is done at the right time the burst should whiff, doesn't have to be 5LP.
  
* 2HP/5HK IAD jHK (triggers burst). If you saved OTG in your combo this will give you an untechable knockdown if they don't burst.
+
* 2HP/5HK IAD !jHK. If you saved OTG in your combo this will give you an untechable knockdown if they don't burst.
  
* 2HP/5HK 2149HK (triggers burst). If you saved OTG in your combo this will give a sliding knockdown if they don't burst.
+
* 2HP/5HK !2149HK. If you saved OTG in your combo this will give a sliding knockdown if they don't burst.
  
* [sandwich combo] Headbutt 2LK (triggers burst).
+
* [sandwich combo] Headbutt !2LK.
  
 
===Okizeme===
 
===Okizeme===

Revision as of 05:19, 11 September 2019

Ms. Fortune main page

Solo

Resets

  • Whenever the opponent is standing (during pressure or a reset) midscreen your options are:
    • 2LK - Standard low.
    • Throw
    • IAD jLK 214LK - Main head-on IAD overhead (use IAD jLK jMP when headless). Works point blank and from close-to-mid range. Easily pushblocked.
    • IAD jLK jHP (fastfall) 2LK - This is a fast, long range IAD overhead into low that is hard to pushblock and combos. This is a difficult link however.
    • IAD jLP jLK - Double overhead. Only works point blank.
    • IAD jLP 214LK - Crossup overhead.
  • 623LK~K jMP jMK(1) jHK (fastfall) and 623LK~K jLP jLK jMP are your main midscreen resets. These allow for left/right/air throw and (for the latter) burst bait jump back jLK and LP will beat non-invincible air reversals. These do not work vs Big Band, Double or Beowulf.
  • 2HP jMP jMK ADC jLP jMP is your left/right/airthrow reset against Double and Beowulf.
  • 2HP 623LK~K jLP jMP is your left/right/airthrow reset against Big Band.
  • 623LK~K air throw is a simple, easy reset. You may be too low to the ground to convert with adc j.hp, in this case use j.lk instead.
  • Headbutt after an OTG puts the opponent high enough so that Fortune can dash under and get a cross-up. Universal except for Big Band, Double and Beowulf.
  • When headless, you can make the earlier L Fiber resets safer by doing dash + Headbutt. This allows you to block air supers while still getting left/rights.

Burst Baits

  • 623LK~K jLP jLK jMP jump back !jLK. Universal midscreen. In the corner use 2HK(1) 623LK~K jLP jLK jMP jump back jLP jMP for a two hit burst bait.
  • 2HP/5HK IAD !jMP. This can be mixed up with an airthrow and even if they don't burst you'll get a left/right mixup as they fall.
  • 623LK~K jLK jHP 214MK jump back !jLK. Grounded burst bait. Universal though vs thinner characters you need to neutral jump midscreen.
  • 623LK~K jLK jHK !2LK. A gimmick reset that will work more often then it should. Use sparingly when the opponent has forgotten about it.
  •  !5LP 214P. You can use pretty much anything to trigger the burst, if the 214P is done at the right time the burst should whiff, doesn't have to be 5LP.
  • 2HP/5HK IAD !jHK. If you saved OTG in your combo this will give you an untechable knockdown if they don't burst.
  • 2HP/5HK !2149HK. If you saved OTG in your combo this will give a sliding knockdown if they don't burst.
  • [sandwich combo] Headbutt !2LK.

Okizeme

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.

Assisted

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