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About Fortune

- Birthday November 15
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KarzeonFortune
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Obligatory Replay Theater link for Margaret If I'm ever up to it, I can now do direct video analysis instead of needing separate Google Docs
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Fortune reacted to a post in a topic:
[P4AU] Margaret Wiki Discussion
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scatteraxis reacted to a post in a topic:
[P4AU] Margaret Wiki Discussion
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Necroposting, but I have the authority. Who gone check me boo? For the 3 people playing this character, I've been slowly adding stuff to the Wiki Matchup section off and on for a week or two. Mainly common moves and interactions to look out for. Nothing serious. Some things are placeholders/rough drafts until I get some videos to link up and simplify them. Some things were added before I came in.
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Fortune reacted to a post in a topic:
[P4U2] Video Posting Thread
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Just curious if the buffing aftereffects from the Flax Nurture DP were fleshed out/listed anywhere
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To the top of this page, I re-linked Lord Knight's evernote so you'll find common confirms/setups What I've learned is that you mainly want to structure your pressure based on what you think your opponent is doing to escape. If they catch on, then you have to change it up to keep your mindgames going. Once you get your opponent to stop fighting back, then you can do death mixups and confirm into some way to kill them. Many of our blockstrings are generally airtight. But you can still frame trap by alternating your button pressing to vary blockstun, pushback, and their instant block timing if they're trying to mash back. The distance also makes a difference in your advantage, when they get hit by the tip of 2A or 5B moves, they eat the blockstun while you were mostly done with your active frames. There's also using different variations of blockstrings since the order of your moves can have different interactions. 2A 5C 5B 5A is a classic because it's an auto-blockstring, a combo that gives a lot of meter, and it hitconfirms from a low/mixup and you can do different things at any point. Ex: 5B 5A 2A 5B > you now have 2A in the middle of the blockstring so if you think they're trying to upback or roll you'll hit them. 5B also has a lot of blockstun and you can still confirm afterwards with 5C if you hit them crouching. You can also do 5B 5A 2A 5C 5B. You can just straight-up do 5A 2A, especially when you have something like j.22C to cover and they expect another person. 5A has very little stun so you have what amounts to a far poke into a far low and you're instantly in. There's 5B 5A 5B reverse gatling, j.B jC... we have a lot of different ways to start blockstrings because of Margaret's long advancing moves so you'll see players design their own preferred strings. IAD j.C is a standard safejump off ground confirms ended with 214A so that's important (and it works on mainly any DP slower than 10 frames). When you demonstrate that you'll hit them for 4.5K for trying to DP or mash 2B then they will sit still so you can apply other tricky setups. You also have anumber of aerial options that aren't "safejumps" but will keep you out of range for escape options and then maintain advantageous spacing to use her strong neutral game to keep them pinned down. Other oki options include backdash j.22C and low j.2D which are designed for the persona to take the hit if they reversal and get another blockstring/mixup if they do not. We don't have a typical 5A 2A jab stagger throw game but we still have many ways to introduce throws out of nowhere. If you think they're respecting 2A 5C 5B type pressure, then try dash canceling 5A or 5C for a throwbait mixup. Or just stop off after 5B and just throw them. Our throw is very powerful for immediate corner carry and we can combo into 2K in the corner (even from like a 4th of the screen away as long as they bounce off the wall) for no resources at all so defenitely use it when you have them pinned down and develop a good throwbait game (backdash 5C, jumpback jC, air backdash j2C, and run up j2B are powerful throw whiff punishes). We have a fullscreen low-earthquake that the game considers a sweep. It's great at ending pressure when used correctly. Even if they roll, you should be at a decent spacing to be able to recover and block their retaliation as the roll ends. Hop cancelling is another aspect since we don't have traditional jump cancels on block and we have a lot of pushback-causing moves (5B or 5C are generally the best to hop-cancel from) to make them fairly hard to mash with the correct spacing. As far as anti-airing, you should consider your spacing and what buttons they're going to jump-in with. 2B usually doesn't work too well versus sword normals. (obligatory lol Narukami j2B joke). They're also generally highly active so using persona normals in this version will likely just break. I think it's harder for Margaret to anti-air good jump-ins, but her hitboxes are outrageous - 5A 2B 5B 5C all hit fairly high and cover a lot of space forward so it's good to learn how to control those areas and confirm off a stray air hit because we get a knockdown from virtually everything. Good positioning to avoid the situation as much as you can. I tried to condense it as much as possible to give ideas without being repetitive so hopefully it helped a little and gave ideas since you /do/ want to training mode things and get an idea of how to make them crack under pressure and how to maneuver yourself and personas. There's many video references of high-level tournament play that's still relatively updated so it's a good idea to search to see what they're doing.
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[CF] Nine the Phantom General Discussion Thread
Fortune replied to Monarch's topic in Nine the Phantom
It's worth pointing out that Nine has 6X, 4X, and j2X command normals on top of 5X/jX/2X. I still use X to talk about her set of normals regularly. Still don't see anything better than what Frost Monarch wrote other than gem names. -
[CF] Nine the Phantom Combo Thread (Updated 3/18/16)
Fortune replied to Monarch's topic in Nine the Phantom
Looks fine to me, everything is explicit (bracketed spell, can't see any confusion with that) and it's neater -
[CF] Nine the Phantom General Discussion Thread
Fortune replied to Monarch's topic in Nine the Phantom
Personally I think God Hand (yes I will forever call it that) is great at just contesting fullscreen space at the right times rather than just cheesy mixup that doesn't involve the seed. (But cheesy mixups it has! God Hand RC God Hand lol so silly to look at) It looks like it's good at making people stop their advance, I'm pretty sure it stopped Litchi from calling the staff and forced her to block to bring it back. Combined with 3wind spell, laser super, etc it looks like a good gameplan of just implied threats of whiff punishing/forcing a choke point in their space. As far as mixup, the Kunzite meteor looks tougher in my opinion (you can see the spell stocked but if you're dealing with other spells or being combo'ed you're probably worried about even more variables). Reset combos involving it look cute, although it will probably be adapted to. -
[CF] Nine the Phantom General Discussion Thread
Fortune replied to Monarch's topic in Nine the Phantom
Ever more severe! https://www.youtube.com/watch?v=qJLDrXOUMkk I think the gravity spell is best to put them in a situation where you hit them where you think they will move if they try to escape. And if you're succesful, you maintain offense. It might even be more effective versus characters with slow or air-based mobility/escape options. -
[CF] Nine the Phantom General Discussion Thread
Fortune replied to Monarch's topic in Nine the Phantom
So far, I've seen Uvarouite (fire cloud) + Morganite seed with god hand while the fairy is keeping them busy. It didn't appear to require too much preparation beforehand, also worth showing how Sea Moss Gate can be special cancelled. https://youtu.be/ONroq_ef_-g?t=1m30s -
[CF] Nine the Phantom General Discussion Thread
Fortune replied to Monarch's topic in Nine the Phantom
It appears that if Nine uses Crush Trigger on the Citrine mirror, she actually kicks it fullscreen and it gains a hitbox. Definitely going to be a lot of humorous interactions. https://youtu.be/dRwkyWdSPmE?t=1m57s -
If you want to OTG with 5B, you have to hit God Hand at basically the highest point possible and you need to be close so you have enough time to recover and hit 5B because it's slower than 2B (10 frames vs 7 frames). That's why I try to annotate the 66 part with 214C to emphasize staying close. It's also easier in the corner. The damage difference isn't /that/ big but it does cross over important numbers. Ex: CH 2B > ~3.9K with 2B OTG, near 4.1K with 5B. CH 5C is around 4.3 w/2B while 5B gives you ~4.6 (over half health of everyone except Kanji and Akihiko). If you're netplaying, 5B is in my opinion very easy to drop although definitely practice it if you'd like to train execution and it is definitely the most optimal route. You can also OTG 2B 5B 5C to pick them up from a considerable distance if you think you're too far away and use superjump j.B j.C late j.D j.214B for the same advantageous knockdown. It's a good idea to mention if you think your positioning is off for a combo then see if there's a way to salvage it instead of losing the entire thing. But always check what parts you're having difficulty with to avoid the situation in the first place.
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2C is also a "poor" starter. It Fatal Counters but its first-hit proration is actually rather high (again for Margaret standards) and the recovery and spacing might leave you with just enough time to get 2D or another move to pickup.
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Iceball is a fairly low starter for Margaret standards. But the hilarity of Margaret is that she can ad lib combos anywhere on the spot. Even with iceball CH, she can combo with j.B or j.C into some string ending with 214A or 214B > 2B(4) > j.2C > j.214B and still get oki with a lot of meter gain so it's not worthless at all if the situation occurs. I didn't think iceball > j.22C combo like that without counterhit although I expected it to be height/timing dependent. Just on observing iceball, j.22C, and God Hand it looks like it should be fairly prorated and probably needs j214AB to have the untechable knockdown so 3K is probably your damage cap on that.
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Slight double post, but can you explain? j2D iceball starter into j.22C?
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So what I'm understanding is that you're looking for ways to combo into 2C without needing a counterhit? Generally you'll need a resource for an OMC after a move that launches on hit or using an untechable move. To my knowledge there aren't any feasible meterless routes that don't use counterhits. Any OMB will give you access to 2C without fail because it's untechable until they land. It is very much the beginning of the end because it will quickly go into Hassou Tobi with only a narrow margin of a chance to burst and you can space yourself to be safe from blowback. You can also do the same counterhit combo followups after 2C, and an easy way to finish off someone if you avoided a burst. 236236C tornado is a common way to follow up with 2C. 214A starter > 236236C > 2C often connects for substantial damage, however remember that slide and 236236C have bad follow-up proration so they may tech before 2C is linked if the moves were added in the middle of a combo or from a bad starter. Ex: 214A 236236C > 2C 2D > airdash j.22C 66 214C > 2B(4) j.2C dj.9C j.2B > 214214AB (with another 75 meter) 236236CD tornado is fully untechable regards of starter so you just have to move slightly forward and 2C should always connect as they fall in range. It also absorbs through bursts once the tornado is active. It's an easy finisher into Hassou Tobi for at least 4.5k-5k depending on the starter. Ex: 2A 5C 5B 236236CD > run forward 2C 2D > airdash j.22C 214A 214214A j236CD will work if you are at a low enough height. You'll see Lord Knight do OMB combos where he will do j2B and then cancel into a very low j236CD have access to damage for at least 25 meter. I have also seen this work from airthrow > falling j.C > j236CD. Corner Throw > OMC 2C works and has a rather wide range as long as you can get the wallbounce in the corner. The blowback is so strong that if buffer a run after the OMC you can actually run behind it and still get a corner wallbounce from slightly past halfscreen. Throw OMC > 2C 2D j.22C 214C 2B(4) > j.C j.2C > 9 j.C j.2B > SB Hassou gives ~5.3K for throw. 214B OMC works as said before and works anywhere, it's an okay way to finish someone off while getting corner carry momentum. 214B has bad proration so consider that. 236CD corner wallstick is a great one for only 25 meter and significant damage but in 1.1 it only works on about half the cast (obstensibly "tall" characters, I have them listed in the opening page) if they are pushed directly in the corner. So it requires specific spacing away from the corner if you want to do it to everyone else and it's sort of demanding in a fast-paced game. (j.B j.C) j214A OMC > 2C will work either midscreen or corner and hitconfirms from either j.B (a decent airturn crossup button) or the following j.C if they got fuzzyguarded. Most people will block this since it's so often seen but it can catch people trying to switchblock/input something in blockstun since j.B j.C is always a true blockstring. (j.B j.C) j214A OMC 2C 2D > j.22C 214C 2B(4) > (j.C j.2C) dj.C j.2B > SB Hassou also works but adjust the hits after 2B(4) based on the starting hit to get your correct number. 236D OMC > running 2C works on any crouching confirm into 236D anywhere for at least 3.5 easily and often confirms into Hassou Tobi. Naturally j.C is one of the best starters for hitting crouchers but our 2A and 5B also hit many others trying to outmash you with their 2A. If you do it midscreen, you have to prepare to move forward during the OMC to line the 2C properly. If you're in the corner, you can move back during the OMC to stay burst safe.