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Thread: The Ms. Fortune Combo Thread - I Dismember You!

  1. #41
    Not Very Effective
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    ♩ A world of pure imagination ♩
    XBox Live
    Fairlysadpanda
    Simple principles of Skullgirls combo optimisation:

    1) Squeeze as much damage into the first fourteen hits as possible, as this is the amount of hits you get before you hit the 15% damage scaling cap.
    2) Squeeze as many hits into the following n hits as possible, as hitcount no longer scales damage. Obviously prioritise heavier hits over lighter ones if you have to choose, and bear in mind that the minimum damage scaling for a heavy attack is 20%, not 15%.

    This is why I like trying to use combos that utilise an early j.HP ADC j.HP, due to the fact that it adds a big chunk of damage to the combo and you can't utilise it after you remove your head.

    How much meter does that combo use/gain? If it's meter neutral that might well be a BnB.

    What have people found for combos off of a normal throw? The best I've been able to utilise thus far is just qcf+pp super for 3k damage.

    EDIT: Ah, you can do HP rekkas then super for 4.5k.

    Just cracked the midscreen game. This all works:

    Hitconfirm -> st.HK, j.HP, air dash, j.MK, qcb+HP, MASH f+HP (this gets your head out of the way so that you can move forward and do...) st.HK, j.MP, j.MK (2 hit), qcb+LK, (before you land) qcb+HP, then your choice of followup from OMNOMNOM. I'm unsure if the OMNOMNOM eats your ground bounce. If it doesn't this is a lot of easy damage midscreen.

    Does excellent damage, and plus it's nice to begin to get combos working via moving the head around the screen mid-combo.
    Last edited by FairlySadPanda; 04-13-2012 at 08:30 PM.

  2. #42
    OK, here are the real, accurate damage numbers for the combo I posted earlier:

    3v3: 12765 ~ 77%
    3v2: 9739 ~ 59%
    3v1: 9734 ~ 34%
    2v3: 12765 ~ 89%
    2v2: 9653 ~ 67%
    2v1: 12813 ~ 44%
    1v3: Damage stops at 14299. Does more than 100% damage.
    1v2: Damage stops at 16444. Does more than 100% damage.
    1v1: 9757 ~ 68%

    Edit: Here's a video for those of you that have trouble visualizing. http://www.youtube.com/watch?v=4mkPJ...29AUAAAAAAAAAA
    Last edited by CopperDabbit; 04-14-2012 at 06:24 AM.
    "What kind of robot are you anyway?"
    "I'm just a robot that wants to live in your underpants."

  3. #43
    So wait. Does this mean that the game doesn't allow you to kill someone in one combo?

    Wait, that's not right. I've seen other combos do it.

  4. #44
    I figured it out, it was a training mode thing. It does kill 1v2/3
    "What kind of robot are you anyway?"
    "I'm just a robot that wants to live in your underpants."

  5. #45
    Accidental Reset God Bolverk-GTM's Avatar
    Location
    Gettysburg, PA
    PSN
    Bolverk-GTM
    Don't know if anyone was aware of this or it was common knowledge, but the less hits that the omnomnom does before you interrupt it with an attack, the faster Fortune's head recovers. With that in mind, I made a slight modification to this mid-screen, which bumps the damage output up to a little over 6k.

    Original BnB:
    Quote Originally Posted by FairlySadPanda
    cr.lk, cr.mp, st.mk (2 hits), st.hk (launcher), jump, j.hp, air dash, j.mk (2 hits), qcb+p (removes head, ground bounces), land, wait until they're just about to hit the ground, qcb+hp (omnomnom), st. lp, st. lp, st.lk, st. mp, st. mk (2 hits), qcf+mp x3, qcf+pp.
    My version:
    cr.LK, cr.MP, st.MK (2 hits), st.HK (launcher), j.MP, j.HP, air dash, j.MK (2 hits), qcb+P (removes head, ground bounces), wait, qcb+HP (omnomnom), st.LK, st.MP, st.MK (2 hits), qcf+MP x2, slightly delayed HP, st.LP, st.LP, st.LK, st.MP, st.MK (2 hits), qcf+MP x3, qcf+PP
    The idea is to interrupt the omnomnom as soon as possible with st.LK, so that the head recovers faster. Also so that you don't hit the head by accident, hold HP after the omnomnom connects. After qcf+mp x2, release HP, but not too soon or else you don't recover quickly enough to continue the combo with st.LP. For 1 meter, I can't really argue with 6k mid-screen.

    Quote Originally Posted by FairlySadPanda View Post
    Just cracked the midscreen game. This all works:

    Hitconfirm -> st.HK, j.HP, air dash, j.MK, qcb+HP, MASH f+HP (this gets your head out of the way so that you can move forward and do...) st.HK, j.MP, j.MK (2 hit), qcb+LK, (before you land) qcb+HP, then your choice of followup from OMNOMNOM. I'm unsure if the OMNOMNOM eats your ground bounce. If it doesn't this is a lot of easy damage midscreen.
    Interesting. Time to go work on this one.
    Last edited by Bolverk-GTM; 04-14-2012 at 03:47 PM.
    Quote Originally Posted by GammaGearJustice
    Quote Originally Posted by LuminAbyss
    Wow fuck you.

  6. #46
    I made a Damage Scaling excel sheet a while back in case anyone wants to use it now.

    https://docs.google.com/spreadsheet/...VdzSHc3LUdtUWc

  7. #47
    So is anyone else not able to get CopperDabbit's combo to work on Double? The only way I've been able to get past the first j.HK into st.LP, st.MP, st.MK, st.HK without using an OTG is to switch the first j.MP and j.MK's around (which conveniently makes the first j.HK whiff on Painwheel and probably everyone else since they don't fall like bricks). Even then I haven't been able to get the last OMNOMNOM to hit after j.214KK. Combo does a nice chunk of damage and isn't terribly hard so I'm hoping I'm just messing something up since one of my main sparring partners uses Peacock and Double. Kinda need to make any stray hit I get kill on that team.
    Last edited by sammy5m1th; 04-14-2012 at 08:58 PM.

  8. #48
    Does the j.mk(2)->HP on most of the cast? i remember using that in training mode against double and it working perfectly, but when i try it in actual matches they are always waay too high for the hp to connect. Also the j.214lk ending always seems to blue bounce, even if its the first move that takes them to the ground

  9. #49
    Accidental Reset God Bolverk-GTM's Avatar
    Location
    Gettysburg, PA
    PSN
    Bolverk-GTM
    Quote Originally Posted by GreenGhoul View Post
    Does the j.mk(2)->HP on most of the cast? i remember using that in training mode against double and it working perfectly, but when i try it in actual matches they are always waay too high for the hp to connect. Also the j.214lk ending always seems to blue bounce, even if its the first move that takes them to the ground
    j.MK(2) > j.HP is kinda...obsolete now because the slightest mistiming makes it whiff on a lot of the cast. After your first launcher, go for j.HP > ADC j.MK(2) > j.214P. It's universal and keeps j.MP open for an air combo starter on the relaunch.
    Quote Originally Posted by GammaGearJustice
    Quote Originally Posted by LuminAbyss
    Wow fuck you.

  10. #50
    I just realized you can combo "Zoom!" in to "OMNOMNOM"

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