Ms. Fortune
Team Value
One of the best battery characters in the game with one of the best matchup spreads in the cast for dealing with the more problematic pests… characters. Below average at everything else when it comes to being a team player. Literally a cat even in the team sense. She has a DP assist, but it’s worse than all the other notable ones. Some of her more unique assists also require her to be either head-on or headless.
What they bring
Amazing battery: Some of the highest meter gain with little need to spend it
Pest Control: If your other teammates struggle with a certain match-up, Fortune probably wins it or goes even
Great Alpha Counter options with her invulnerable assists
What they want
Not very picky, so any generally good assists
Otherwise likes anything that allows her to convert from a midscreen throw; Fortune can do this on her own, but it's pretty difficult
2LK > 5HP > 236P is a long-range, safe, and damaging confirm... but you can make it safer and hit harder
DP assist is not at all a priority, but can be nice if you like to play Headless as you lose your (reliable) meterless reversal
Position - Point
While she fights well on her own without assists, she does more for her team by building up meter and taking out other problematic point characters. That said, after securing a kill or building up meter, it is a viable strategy to tag her out and save her as a sort of "backup" anchor, taking advantage of the notion that Fortune is one of the best solo characters.
Most Common Assists
Fiber Upper (623K) -
Anti-air DP, Meter Build
Much harder for the point character to convert off of than most/all other DP assists. Retains strike invulnerability in both head-on and headless forms. Great as an Alpha Counter option as you get a full combo if Fortune gets the hit, or safely get away if she whiffs and the opponent failed to bait it out. BE WARY that headless Fortune does not keep the strike invulnerability as an Alpha Counter that she would otherwise have as an assist. Don’t go out like that.
Heavy Fiber Upper is the most used version as it has strike invulnerability lasting until the first 2 active frames. Reaches high, but can also whiff completely pretty easily if the opponent is already too close during their jump when you call it. H Fiber also has some usage for pressure sequences since it has three hits to lock the opponent down. One very under-looked thing about this assist is how much meter it builds (17.25% raw), making it one of the highest meter building assists and thus great for characters who love spending meter, but don't build it well.
Medium Fiber Upper is ran by a few Fortune players. It covers less range, and most importantly it loses strike invulnerability 2 frames BEFORE the active frames kick in. This opens it up to outright losing to the opponent's buttons, but it is easier to convert off of and can be surprisingly helpful in setting up some resets with how it pops the opponent up in free-fall.
Dash (Two punch buttons) -
Alpha Counter Options
Not a joke assist as long as you don't call her like a normal assist. Provides a very powerful Alpha Counter option. Choose between a 5 frame jab, a DP, or just block if you really needed to get a character out without risking another getting hit. Steal your turn out of oppressive pressure strings. You can also punish every DHC with this option, even the “safe” ones aside from Robo Fortune’s and Painwheel’s install supers, but you also have faster options than either of them. Fell for that Burst Bait and you feel like an idiot who is about to lose a character? Have 1 bar and Fortune in the back? Just Alpha Counter the Burst and everything is peachy. Being at a disadvantage is just a state of mind, meter, and mashing.
Cat Slide (236K) -
Sweep
Requires that Fortune is headless when called as an assist. Aside from that requirement, having an armor-breaking low is pretty nice to have. Becomes 2MK if she does have the head on, which is… an awful assist.
Cat Strike (214P) -
DP, Combo Tool (Stagger)
Does not cover as much space as other DP assists, but on hit staggers the opponent so you get an easy combo. The caveat is that Cat Strike requires Fortune to have the head on, but thankfully if you call Fortune while she's headless then she will come out and recall the head, acting as a sort of "reload". Do note that the opponent can still hit Fortune's head while she's trying to recall it, so the opponent can delay your next assist call even further while also dealing damage to Fortune. This is much less of an issue if you have long-range options to dissuade the opponent from hitting the head. Great as an Alpha Counter as it's plus on block... but ensure Fortune has the head on or she just tries to recall the head, leaving her wide open if you can't spend ANOTHER bar on an invincible super.
Partners
Beowulf
Recommended Assists:
L/H Hurting Hurl
L Chair - Projectile Sweep
Good for a 50/50 as it hits low
With it being a sweep, good for stopping armored assists and approaches
Allows for midscreen throw conversions
H Chair - Projectile DP
DP assist, which can be helpful if Fortune is headless
Plus on block Alpha Counter
Pros:
Fortune deals well with Beowulf's worst matchups; viable to have her start point, get a sliding knockdown, then tag in Beowulf at an advantage
Airwulf gives Fortune a safe DHC
Cons:
Both characters fight for the point position, and even if Beowulf plays as the fake anchor, he still gets mediocre assist support from Fortune once he's on point
Beowulf's assist are just alright for Fortune, and the conditions that come with his better assists only hurt
Synergy:
Decent for Fortune, Poor for Beowulf
Pretty bad duo; Fortune does nothing to address Beo's weaknesses or add on to his strengths so he basically plays like a solo character. Fortune gets... a functional assist.
Pretty much stuck to looking for an anchor character, may be able to get away with a good mid and running anchor Fortune. A character who likes spending meter would be especially great, as both Beowulf and Fortune are great meter builders.
Big Band
Recommended Assists:
H Brass Knuckles, L/M Beat Extend
H Brass - Armored Neutral, Anti-Zoning
Controls the ground, counter-calls, and Fortune can run behind it and be in your face in an instant
Headless Fortune can potentially convert fullscreen hits of Brass into a combo if the head is in the right position
Monstrous corner combo damage
Very good anti-zoning combination
Beat Extend - Anti-Air DP
Overall great DP assist if you don't want Fortune taking the risk to reversal, or if you're playing headless
Throw conversions midscreen
Which version you pick is up to your preference
Pros:
Fortune gets top level assist support to help her dominate neutral
Band appreciates having a lot of meter for his high damaging supers, which Fortune can provide as a battery
Fortune can take point and deal with Big Band's unfavorable matchups before he has to come in
Cons:
Fortune's assists aren't helping Big Band much in neutral, which is where he needs the most help
DHC'ing from Super-Sonic Jazz to Fortune's Cat Scratch Fever on an airborne opponent may require you to skip the final, most damaging hit, otherwise Fortune whiffs (Ex: H Brass or H Train > SSJ (all hits) > Cat Scratch Fever doesn't work, which is pretty important)
Synergy:
Favorite for Fortune, Poor for Big Band
Put Band as the anchor and this duo is perfectly fine, if not super frustrating to fight against. If the opponent snaps in Band to mess up your team order, Fortune still has one of the game's safest tags, and if Band gets a hit he can easily get a sliding knockdown and bring Fortune back in.
Pick a good mid or anchor and you're golden for a trio, Fortune is likely gonna hog the point slot.
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter
Lock 'n' Load - Armored Neutral, Pressure
Makes it easier for her to approach, while also adding an unfair amount of damage (and meter gain) to combo routes
The 2LK > 5HP > H Rekka + assist route gives her a full bar, does 9280 damage if you spend the super
Also gets a 3 bar Touch of Death that still builds a bar
Cerecopter - Lockdown, Space-Control, Anti-Armor
Locks down the opponent for a long time, letting Fortune get in and go for a mixup
Gives Fortune a conversion off of midscreen throws
The last hit of Cerecopter launches Fortune's head across the screen as a projectile, triggers Decap Attack in the corner for extra pressure
Pros:
Fortune gets amazing offensive assists for approaching and pressureFortune gets amazing offensive assists for approaching and pressure
Fortune builds a ton of meter for Bella to become a Dragon threat with level 3 available
Great combo DHCs making it easy to two-touch or even Touch of Death characters with all the meter Fortune builds up
Fortune can fight off Bella's most hated matchups pretty well... including opposing Fortune players
Cons:
Fortune does not help out Cerebella much in neutral or damage, neither addressing her weaknesses nor augmenting her strengths
Fortune's DHC options are not very good coming after Cerebella who spends OTG pretty often
Diamond Dynamo conversions are eugh
Canonically, they are enemies and we respect the lore
Synergy:
Favorite for Fortune, Poor for Cerebella
Very strong duo as long as Fortune is in front
Look for a non-point character for a trio
Double
Recommended Assists:
M Hornet Bomber, Cilia Slide
M Bomber - Neutral, Lockdown
Makes Fortune's approach easier and aids in pressure
Lets her convert from midscreen throws
Gives near-fullscreen corner carry Happy Birthday combos
Cilia Slide - Sweep, Combo Tool
Adds another factor to Fortune's great mixup in exchange for lockdown compared to Bomber
Works in the 2LK > 5HP > Rekka confirm
Midscreen throw conversions
Easy slide knockdowns anywhere on the screen with Cilia Slide + jump back H Gato
You can crossup after this knockdown in the corner
Pros:
Fortune gets great neutral and offensive help from Double's assists
Fortune builds meter for Double to irresponsibly spend on Beast of Gehenna and Catheads
Safe DHC with Catheads
Headless Fortune can easily combo into Double's tag if you need to get Fortune out without spending bar
Cons:
Fortune's assists and DHCs are pretty mediocre
Synergy:
Favorite for Ms. Fortune, Decent for Double
Strong duo, just a bit Fortune-focused
You might be hard pressed if you want a character besides Fortune on point, but even the usual point characters such as Valentine and arguably Beowulf can find a place
Eliza
Recommended Assists:
Butcher's Blade, H Osiris Spiral, Carpenter's Axe
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Is one of Fortune's favorite assists in being a large, long-lasting Lockdown assist, on top of being armored
Midscreen throw conversions
H Fiber Upper + Butcher's assist is an incredibly dumb defensive option that lets Fortune steal her turn, though be careful of Pushblock Guard Cancel retaliations once Eliza is done swinging
Armor makes it great for counter-calling even the best assists in the game
Osiris Spiral - Space-Control, Lockdown, Mixup
Can stuff a lot of air approaches, on top of locking the opponent down for a mixup
Pretty amusing to use with Headless, since Spiral will juggle the head for you
While Fortune prefers Butcher's, Spiral does not trigger the assist lockout from Sekhmet's health drain
Carpenter's Axe - Armored Overhead
50/50 mixup backed up by armor
Midscreen throw conversions
Good for the 2LK > 5HP > rekka confirm, adding a good chunk of damage and opening up routes
Pros:
Eliza's assists make Fortune's pressure absolutely suffocating, Butcher's Blade especially
You'll typically start with Fortune in front of Eliza on the team, and Fortune deals with Eliza's worst matchups pretty well
Easy to tag into Eliza mid-combo and continue if you need to tag out for whatever reason
Fortune's level 3 can combo off of the last hit of Lady of Slaughter and keep the combo going if in the corner with OTG
Cons:
Fortune does not have a good assist for helping Eliza approach when she's forced to do so
Their relationship in the lore is kinda problematic
Synergy:
Favorite for Ms. Fortune, Decent for Eliza
Despite the relationship just being decent on Eliza's side, considered one of the game's strongest duos because of how great Butcher's Blade is for Ms. Fortune. Eliza still gets defensive support from Fortune that she really appreciates.
Fortune is likely going to take the point slot, and mid Eliza is arguably her weakest position, so a mid will be the best fit for a trio.
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral
Locks down opponents while Fortune has the run speed to catch up
Great with headless Fortune as Filia will carry the head with her, resetting a head on cooldown while also triggering Decap Attack
Gives midscreen throw conversions with 236P + assist (timing and Rekka strength differ between characters)
Updo - Anti-Air DP
It's a DP
Can juggle the head further through the air if it connects
Pros:
A good offensive assist or a good defensive one, either of Filia's assists are good for Fortune
Cons:
Fortune is not doing anything for the "getting in and staying in" help that Filia really wants
Synergy:
Good for Fortune, Poor for Filia
Mediocre duo that is pretty Fortune-focused. These characters also have very similar game plans with Filia having more limited options, so if Fortune is having trouble beating a tactic, Filia is likely going to suffer with the same thing.
Fortune takes up the point slot, so your options for a trio are limited to either a mid or an anchor.
Fukua
Recommended Assists:
H Platonic Drillationship, M Forever a Clone, L Dart
H Drill - Lockdown, Neutral, Anti-Armor
Helps Fortune get in and stay in
Midscreen throw conversions
M Clone - Neutral, Combo Tool
Good for the 2LK > 5HP > rekka + assist starter
Midscreen throw conversions
Funky setups - fortune m shadow headless transition reset point thing - YouTube
L Dart - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
Good choice if on a trio and you already have your lockdown/combo needs fulfilled
Pros:
Fukua offers Fortune good neutral support
Fukua loves having meter to spend to get conversions off her of normal and command grabs, with Fortune supplying the meter as a battery
Level 1 DHC can connect after Drill super in the corner, Level 3 connects anywhere
Cons:
Fortune's assists don't help out Fukua's gameplan much at all
Synergy:
Good for Fortune, Poor for Fukua
Fortune isn't enabled enough by Fukua to call this a good duo, but you do get two VERY strong characters to make up for the one-sided synergy.
A good mid or anchor will make for a good trio
Painwheel
Recommended Assists:
L/H Pinion Dash
Pinion Dash - Combo Tool, Pressure
Good for the 2LK > 5HP > Rekka confirm, adding a good chunk of damage and meter gain
Gives midscreen throw conversions
While L Pinion works better with Fortune, H Pinion basically allows the same things albeit requires different combo routing, but worth picking if on a trio with a character who prefers H Pinion
Pros:
Painwheel actually works with Fiber Upper assist pretty well
Fortune builds a ton of meter, giving Painwheel plenty of meter for Hatred Install and her metered reversal options
This shell is largely about the Hatred Install DHC
Fortune builds meter, spends it so Painwheel can DHC in and deal massive damage
3v3 Touch of Deaths when you start with a little over 2 bars, which Fortune will build up quickly
Cons:
Painwheel's assists are still just "Decent" even if Fortune isn't very picky
Fortune's assists are only good for helping to defend Painwheel as opposed to helping control the match's pace, so things may be rough when she needs to be the aggressor
Head-on Fortune can't easily combo into Painwheel's tag-in; Headless can easily so do, but is potentially getting less combo damage than she could get on her own
Synergy:
Good for Fortune, Good for Painwheel
While one of the game's scariest shells in the damage department, as a duo they lack in neutral. Painwheel gets defensive assists that she likes from Fortune, but these assists don't help her be the aggressor if you're behind in the life lead. Fortune gets to do Fortune things, but with her on point you run the risk of ending up with a solo Painwheel which is... not good.
For a trio, it's advised that you get an anchor character with a good neutral assist
Parasoul
Recommended Assists:
L Napalm Shot, Napalm Pillar
L Shot - Projectile, Pressure
Good shield for Fortune to run behind as an approach
Suffocating pressure with the exploding tear making it more difficult to fight back or escape Fortune
Napalm Pillar - Anti-Air DP
It's a DP
Can be used to juggle the head if you want to get fancy
Pros:
L Shot is an especially wonderful assist for Fortune
Fortune brings some defensive assist support for Parasoul, which is always nice
Cons:
Fortune's assists don't do much to make Parasoul a bigger threat
Fortune only has one combo-extending DHC with her level 3, but it cannot take advantage of Sniper Shot unscaling as the shot will miss if you try
Synergy:
Favorite for Fortune, Decent for Parasoul
Pretty good duo. Fortune gets great support, Parasoul gets workable support, and both characters fight well when they're the last one alive.
A good mid or anchor is advised, depending on how much you believe in mid Parasoul
Peacock
Recommended Assists:
George's Day Out (L George), Screwball Cannonball (5HP)
L George
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Screwball Cannonball - Projectile, Pressure
Fast projectile that can create an opportunity for Fortune to close the gap
2 hits when up close, helping Fortune stay on the opponent
Pros:
Fortune gets good neutral help through Peacock's assists
Peacock gets nice defensive support from Fortune, Fiber Upper works just fine for her and she gets great Alpha Counter options
For matchups where you don't like the roundstart situation for Peacock, you can easily let Fortune start out on point and tag her in once you're in a more favorable position
Fortune builds a lot of meter for Peacock to spend on Lonesome Lenny supers to hold down the neutral
Safe DHC with Lonesome Lenny
Cons:
None of Fortune's DHCs combo after Argus Agony if the opponent is too far away
Synergy:
Good for Fortune, Decent for Peacock
A bit of a weird duo as both are thought of as point characters and neither really enables the other with their support, but it works. Both characters build a lot of meter, and both characters are good as solos, so your anchor will likely have lots of meter to use for a comeback.
A good anchor is highly recommended with this shell.
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
Theonite Beam - Beam Projectile
Beam assist holds down the neutral and helps Fortune get in, or even play lame with her movement options and headless pressure
Midscreen throw conversions
While Beam is crouchable, this opens up opponents to Fortune's quick overhead options
Be careful of low-profile anti-airs or the opponent whiff canceling crouching normals into reversals to call you out
Collimating Saw - Armored Lockdown
The option if you just really want a reliable lockdown assist
Good defensive option with its armor property
Pros:
Fortune with Beam assist is one of the game's scariest combinations
Robo benefits nicely from the defensive assist options that the Miss provides
Fortune on point will build a ton of meter for Robo's supers, especially nice if you wish to incorporate Detonation Mode into your game plan
Safe DHC after Cat Scratch Fever, and the hardest hitting DHCs coming after a character with great meter gain
For Cat Scratch Fever (CSF), or even Fiber Upper into CSF, be sure to DHC into Magnet as soon as you realize the opponent is blocking, otherwise you open yourself up to Pushblock Guard Cancel punishes
CSF to SBO Punishes - Magnet takes the place of SBO here, but is even easier to punish
You get two cats on a team (if you like cats)
Cons:
236HP > Beam super > Fortune DHC barely connects, but outside of that range flesh Fortune has no way to combo from Robo's Beam supers
You get two cats on a team (if you don't like cats)
Synergy:
Favorite for Flesh Fortune, Good for Robert Fortune
The thing holding this duo back is the possibility of ending up with solo Robo Fortune, but flesh Fortune can build up enough meter for even solo Robo Fortune to be a big threat.
A good anchor would be the easiest choice for a trio, but a point or mid character who likes Ms. Fortune's assists can work as well if you want to be a bit more unorthodox (PME).
Squigly
Recommended Assists:
Drag 'n' Bite, Cremation, Center Stage
Drag 'n' Bite - Lockdown, Neutral
Just a generally great lockdown assist to aid in your pressure
Good to use alongside a raw 5HP poke in neutral, as DnB can connect and let Fortune run her game
Midscreen throw conversions
Hits Fortune's head, so can reset cooldowns and trigger Decap Attack for added pressure
Cremation - Low Lockdown
50/50 mixup, catch upbackers
Center Stage - Screen Manipulation
Giving a character with fast movement speed and good buttons the ability to force you closer to her and to the corner is pretty good
Can force the opponent to be right on top of Fortune's head, something they'll have to stay wary of
Ms Fortune uses for Center Stage (Squigly Assist)【SkullGirls】 - YouTube
Ms Fortune with Center Stage Part 2 Off-cam resets! - YouTube
Pros:
Squigly hands Fortune great lockdown assists
Fortune is a wonderful battery for Squigly, giving her plenty of meter for utility purposes
Great DHC utility with Squigly Battle Opera, for both a safe DHC and a combo extender
For Cat Scratch Fever (CSF), or even Fiber Upper into CSF, be sure to DHC into SBO as soon as you realize the opponent is blocking, otherwise you open yourself up to Pushblock Guard Cancel punishes
Cons:
Squigly does get defensive assistance from Fortune's assists, but it's not particularly great help
Synergy:
Good for Fortune, Decent for Squigly
Lacking as a duo as Squigly doesn't get enough neutral help, but Fortune can build up a lot of meter to give Squigly better comeback potential. Tagging between characters without spending meter mid-combo also requires giving up your advantage, making things awkward if you need to switch your team order.
A mid or anchor character is recommended for a trio
Valentine
Recommended Assists:
H Savage Bypass
H Bypass - Combo Tool, Pressure
Good for the 2LK > 5HP > Rekka + assist call route
Midscreen throw conversions
Makes higher damaging Headless routes less dependent on the head's initial position and thus more reliable to go in to, upping your usual midscreen damage from ~7.3k to ~9.3k (!!)
Surprisingly decent neutral tool when paired with headless
Pros:
Bypass is a very good tool for Fortune's combo game, and even Headless' pressure
Excellent matchup spread on both characters; no character really gives this shell any trouble
With Fortune's high meter build, while Valentine is not good at dumping meter for damage, it gives her access to her reversals
Valentine can easily tag in Fortune off of 5HK's sliding knockdown to skip to the fun part
Cons:
Fortune's defensive assists are pretty meh for Valentine
Both characters want to play on point, their only saving grace as anchors being that they fight well alone
Fortune has to end headless Cat Scratch Fever (headless) early for Valentine to land her DHCs, giving up damage
Synergy:
Decent for Fortune, Poor for Valentine
This shell as its own team is less of a "duo" and more "two solos put together."
Please find a good anchor character. There are several neutral and lockdown assists to pick from the good anchors and they will help this shell operate much more like a team. If the assist also helps Valentine load vials mid-combo, you're golden.
Annie
Recommended Assists:
H Destruction Pillar, H Crescent Cut, H North Knuckle, Luminous Supergiant (6HP)
Destruction Pillar - Anti-Air DP
With the space coverage of Destruction Pillar matched with Fortune's mobility, Fortune can very much let Destruction Pillar play neutral for her while she doesn't commit to anything until the opponent blocks or gets hit by it
Fortune can very easily convert off of the assist despite its knockback effect, which helps in this case as it boosts her already great corner carry, letting her take you from corner-to-corner... so rejoice whenever you get a Happy Birthday
The damage from the assist is also nice
H Cut - Projectile
Great neutral assist that you can also work into Fortune's left/right reset game pretty easily
H Knuckle - Neutral, Lockdown
Lockdown is a nice aid to Fortune's rushdown, and the boost in combo damage is appreciated
Headless Fortune can convert off of stray hits of H Knuckle if the head is in the right position
Pros:
Extremely powerful assist kit from Annie that enables Fortune
Fortune builds a lot of meter, Annie spends it on Pillar of Creation DHC to melt lifebars
Meta-defining shell, very eSports
Cons:
Fortune's assist support isn't gonna do much to help out Annie's neutral game
Synergy:
Favorite for Fortune, Decent for Annie
Not the best synergy on paper for a duo, but Fortune gets great assist support and Annie gets a lot of meter to play with if Fortune does her job on point. Extremely powerful duo despite being a bit one-sided.
Any of the good mid or anchor characters will fit well for a trio
Umbrella
Recommended Assists:
Cliff Hanger (6HP)
Cliff Hanger - Anti-Air, Neutral
Provides a nice mid-range threat and can stuff jump-ins if you do not wish to gamble on Fiber Upper
Nice complement to poking with 5HP > Rekka + assist
Fortune has plenty of good reset routes early into a combo, Cliff Hanger adds nice damage to those short combos for faster kills
Pros:
Umbrella's assists are generally good for Fortune, making her pressure more obnoxious while also raising her combo damage
Point Fortune can build a lot of meter for Umbrella
Cons:
Fortune's assist support is pretty mediocre for Umbrella, making for fairly one-sided synergy
Fortune typically hogs the point slot, taking up one of Umbrella's preferred positions which can make team building more strained
Synergy:
Good for Fortune, Decent for Umbrella
A bit lacking as a duo as Umbrella does not get much help from the pairing. When she's on point she gets assists that do not address her biggest issues, but at least Fortune can leave Umbrella with a lot of meter if she needs to dispense the Retina Reflector in hard matchups.
Fortune hogs the point position, leaving Umbrella to play mid (ideal) or anchor (if needed). A character with an assist that helps either character rush down opponents would be ideal.
Black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Actually pretty nice for Fortune when she has the option of playing patiently and forcing the opponent to come to her (life lead, certain matchups, the opponent can't deal with headless neutral well, etc.), jumping around poking with the godly jLK while beartrap controls the ground space she's playing around
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal M Shot lets her save OTG from head-on Rekka conversions, lockdown bullets have amazing potential with her
That said, Fortune is likely to be ahead of Dahlia on a team and so may have less opportunities to make usage of special bullets as an assist
Pros:
Dahlia's assists are alright for Fortune
H Fiber is alright with Dahlia, and the meter it builds for her is quite nice as a somewhat meter-hungry character
Fortune is an amazing battery who can give Dahlia plenty of meter to spend
Dahlia can tag into head-on Fortune if she has Ice Shot loaded; tagging into headless is easier as long as the head is in a good position, and leads to higher damage combo routes than Dahlia can pull off alone
Last Call and Barrel DHCs (Barrel > Tag > normal/super follow-ups may take up OTG)
Cons:
"Alright" is ultimately how their assist kits work out for each other; because Fortune is primarily played point, she will typically get less opportunities to play with special bullets as an assist
Synergy:
Decent for Fortune, Decent for Dahlia
Not recommended as a duo as they don't support each other all that well
A strong anchor for this shell would make for a good team
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]