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Fukua tech thread

CaioLugon

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Post your cool stuff

Burst bait:

[combo that uses j.hk]
s.hp, j.hk(ips trigger), j.hp

that simple.
 
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in the corner, full undizzy or having already done a st.LP starter, you should be able to do Winnie's OTG c.LP, st.HK kara x with HP Fireball instead of fake ringlet to burst bait. Cancel into the KK super to convert after they whiff the burst.

...I think. I had to leave for work before I could test.
 
It's a bit more distance dependant, the burst will hit if you're right next to them.

Also, you can do that after a super ending a combo, even in the corner, just back dash before the attack since you have plenty of time.

EDIT: actually it's not necessary to back dash if you cancel s.hk into hk drill, the invincibility will go through if properly timed. Also, canceling into super will give you a MCH combo this way.
 
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If you notice her j.hk into j.hp moves her forward allowing for more pressure, pretty sweet stuff imo

If the first hit is pushblocked you stay in their face, if the second is pushblocked you can still get a cr.hp into fireball mixed in with an assist you can get a nice pressure game going

After testing a fuzzy guard it only works on Bella, and I would assume it works on big bang

but you can set it up sort of mid combo, I will post later about it
 
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after a full combo (meaning full undizzy bar) going into KK super, then cLK (undizzy burst), cHK cancel animation into QCF LP/MP/HP or another KK super
 

A cross up situation you can do with j.hk. You can also do this with j.mp to go high.
 
A couple double snap combos you can do with Fukua. One of these is practical, the other one is not. No points for guessing which is which. The practical one works on every character.

 
Do we know what her lvl 5 is for yet?
 
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You can do something like lp mp hp j.lp j.hk to land on the other side ambiguously for grab resets or otherwise.
Also, you can combo the qfc KK super after drill's last hit.
I'm getting some videos up so hopefully you can see some of this
 
That crossup is in a video just above you and the drill > super combo in the combo thread.
 
That crossup is in a video just above you and the drill > super combo in the combo thread.
one I'm talking about goes under and a non delayed move. Also I figured I'd clarify how that combo works because it can be confusing to someone who hasn't done it before. (You can't combo it in the middle of the drill)
Thanks for telling me tho
 
J.Hk J.lp fireball on block. . . Try it out.
 
Do we know what her lvl 5 is for yet?
It inverts damage scaling, I think. If you hit with something after the Lv5, instead of dealing max scaled damage, it deals double the raw damage. Haven't been able to combo with it past one or two hits, but I'll figure something out.


Also, unless you're close to the corner, you can either OTG with HP fireball for the lulz, or you can Silver Chord assist (strict timing imo) to continue, provided you haven't maxed out Undizzy.
 
Here is some reset combos in the corner using Fukua's "Tender Embrace" command grab.

 
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J.Hk J.lp fireball on block. . . Try it out.


Haha one of the first things i found... Try it with dash j.hk up close, try it against airborn characters, try it at neutral with mp air fireball. I definitely think its one of her go to patterns. Her hitconfirms on block are looking suspect though.
 
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A couple double snap combos you can do with Fukua. One of these is practical, the other one is not. No points for guessing which is which. The practical one works on every character.
Please tell me you timed the first combo to the music on purpose
 
It inverts damage scaling, I think. If you hit with something after the Lv5, instead of dealing max scaled damage, it deals double the raw damage. Haven't been able to combo with it past one or two hits, but I'll figure something out.


Also, unless you're close to the corner, you can either OTG with HP fireball for the lulz, or you can Silver Chord assist (strict timing imo) to continue, provided you haven't maxed out Undizzy.
You can just do dash s.hp > combo...
 
Probably not new, but Filia's BnB midscreen mixup setup still works with Fukua. Works on heavier characters if you let j.MP hit more.
 
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Assuming you know that j.HK is a mid, not an overhead. The crossunders are really awesome though.

I had an idea for an oki setup of sorts:

launch
j.LP j.LK
delay j.HK j.HP

You can time it such that the j.HK hits air or ground, depending on the character you are against and you are at like +20!! frames to do whatever you want, including fuzzy setups.

EDIT: @ClarenceMage mentioned this and even though I got a different effect to him, it is awesome.

launch
j.LP/j.LK j.MK
slight delay j.236LP

It's a left right that then leaves you at about +20 similar to above, this is probably a better setup.
 
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Assuming you know that j.HK is a mid, not an overhead. The crossunders are really awesome though.
Oh wow, I didn't know j.HK was a mid, my bad lol.
Still a crossunder/low-throw setup I guess? Haha
 
OK I totally didn't notice this, maybe others did. Was pointed out by a guy named masterdean, HK drill startup is strike invincible.
 
A couple double snap combos you can do with Fukua. One of these is practical, the other one is not. No points for guessing which is which. The practical one works on every character.


You can just do HP, j.HK, j.HP and repeat. Much more simple and efficient.
 
You can follow up a Lv3 with BFF Super on Big Band. You can also do c.LK, s.HP on him after crumple without having to move forward.
 
the video of some stuff I found yesterday but didn't post
idk if it's too late now, but this is some stuff.
I don't think anyone said anything about punching the other way sometimes into open air so that's a thing too (after crossunder)
 
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You can just do HP, j.HK, j.HP and repeat. Much more simple and efficient.
Tried that one first actually. I went as far as recording it before I decided this one was a lot easier.
 
Haven't seen anyone bring this up yet, but 2369lp crosses up. The best part is that you can easily make it hit from either side, though, and it's VERY ambiguous as to whether it's going to cross-up or not, so... yeah.

You can just do HP, j.HK, j.HP and repeat. Much more simple and efficient.
On the subject of double snaps, you can just chain j.hk into itself if you want to.
It's not really easier than the other options but it is MUCH funnier than them.
 
Fun little Double specific burst bait is dash back cr.hk > mp fireball > s.mk after BFF in the corner. Might work on others but I have only done it on Double.
 
Got some ideas from here

For the last two setups, you can just use a TK LP Love Dart instead of the first j.HK, but the j.HK works because the opponent is put into a standing state after the hard knockdown. You can even chain the j.HK into a j.HP and not do the fireball crossup.

Also THIS is why j.HK doesn't hit high.
 
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You can end her air chains with j.lk/j.mk/j.hk/j.hp xx lp Love Dart for meaty pressure, if lp love dart hits you can confirm into a new combo.
 
@RemiKz the j.hk > lp love dart in not a cross up if they stand block for most characters its strange. The TK lp love dart is really good for a wake up mix up though.

Also for anyone who has not already noticed j.hk > j.hp is a burst bait after s.hp on most characters.
 
Yeah I noticed that after a while lol. I guess you can go into a low/throw instead after the blocked j.HK. Updated the video with a few extra ones.

EDIT: Actually I was getting it to work now byy neutral jumping j.HK instead of jump back j.HK. Still might be character specific.
 
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I'm not entirely sure exactly how useful this will be, but apparently, c. MP > j. LP > j. HK will cross over the opponent, but
c. MP > j. LK > j. HK won't.

Best case scenario, this could be used to make people guess Left/Right in addition to Low/Throw. I don't care if it's optimal or not, I'm using it now.

Right now, the only limiting factor I can think of is that I haven't yet found a way to combo people back to the ground without using either of her light attacks, so maybe somebody who pays way too much attention to combos and knows the trick could at least reduce it to a regular ol' Low/Throw scenario. Or maybe it doesn't happen as fast as I think it does, and nobody's going to fall for it.

Mostly, I just think it's a neat option

EDIT: Well, Fukua has a new c. MP (mechanically anyway). Now c. MP > j. LK > j. HK will cross over, and c. MP > j. LP > j. HK just plain doesn't connect. I guess this is obsolete tech already . . .
 
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I'm not entirely sure exactly how useful this will be, but apparently, c. MP > j. LP > j. HK will cross over the opponent, but
c. MP > j. LK > j. HK won't.

Best case scenario, this could be used to make people guess Left/Right in addition to Low/Throw. I don't care if it's optimal or not, I'm using it now.

Right now, the only limiting factor I can think of is that I haven't yet found a way to combo people back to the ground without using either of her light attacks, so maybe somebody who pays way too much attention to combos and knows the trick could at least reduce it to a regular ol' Low/Throw scenario. Or maybe it doesn't happen as fast as I think it does, and nobody's going to fall for it.

Mostly, I just think it's a neat option.
What do you mean by cannot combo back to ground? I'm pretty sure any move into j HK can let you continue combos when you're on the ground. also Drill stands up as far as I can tell
 
My resets so far:

launch
j.LP j.LK delay j.MK

- This is better than just doing j.HK, because it gives you enough frame advantage to do a fuzzy setup if you'd like. For example j.MK > land > j.HK j.HP works and will catch them if they don't block the j.HP high. The initial j.MK can be made to hit on either side with the right timing.

launch
j.LP slight delay j.HK j.HP

- This is amazing because you can't pushblock the first hit and it gives you +20 frames on block. It only hits as a crossup though and I haven't yet tested it on the whole cast, so it might not work on taller characters.

launch
j.LP slight delay j.HK xx j.236LP

- This requires them to stand block the j.HK, but is a double crossup that is + on block.

launch
j.LK/j.LP j.MK slight delay j.HK xx j.236LP

- Now this is interesting and I am about to do further testing, this is a double crossup in the air, I want to try it on all characters because it is potentially disgusting.

EDIT: Confirmed to not work on Squigly or Big Band at all, the fireball whiffs on: Cerebella, Parasoul and Double

launch
whatever
2LK / 236LP + LK

- Self explanatory but when they are scared this 50/50 (which depending on what you do is also a left/right) is very effective, tried and true, you know how this works.




EDIT: Turns out it isn't exactly character specific j.MP(2) j.MK j.HK seems to more on others but is telegraphed. It works pretty much ANYWHERE on the characters mentioned so is significantly better on them.

DOES NOT work on Double / Big Band at all.

Semi Character Specific:

On Fukua/Fillia/Cerebella

launch
something > j.HK

- Yeah I thought I had discovered the easiest fast 50/50 in history but it turns out it doesn't seem to work on some other characters, it might work on some but it doesn't on all. Really quick and very difficult to reversal, so I'll test it anyway to see what matchups we can get away with this disgusting thing in.


Back to the lab! I want to find truly disgusting stuff
 
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Hi, this was for demonstrating cMP cHP and I found a thing and was too lazy to clean up the video or record a nice one.

Anyways, cLK cMP sHP jMP LDart (tested on Fukua only) you can see it @0:20 or so? I think.


Crosses over then back under. Or under/over. I dunno, but its funny. Get it get it.
 
What do you mean by cannot combo back to ground? I'm pretty sure any move into j HK can let you continue combos when you're on the ground. also Drill stands up as far as I can tell

I know that j. HK works well to get Fukua back to the ground for more grounded attacks, but I haven't found an air combo that will get here back down without using either j. LP or j. LK. If I use j. LP > whatever > j. HK, then using j. LP after c. MP triggers IPS. I doubt anybody's paying enough attention to watch for j. LP or j. LK in this case to see which option is left after c. MP, but whatever.
 
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I
I know that j. HK works well to get Fukua back to the ground for more grounded attacks, but I haven't found an air combo that will get here back down without using either j. LP or j. LK. If I use j. LP > whatever > j. HK, then using j. LP after c. MP triggers IPS. I doubt anybody's paying enough attention to watch for j. LP or j. LK in this case to see which option is left after c. MP, but whatever.

I read this a couple of times to try and understand what you mean, I also reread your last post.

I use jHP jHK in the air, you can land and continue the combo.

So if I'm understanding you right, something like..

cLK sMK sHP jHP jHK cLK cMP jLK/jLP jHK Low/Throw?

Edit: FYI you can do jMP jHP jHK too but that's usually my second rep not first and I mix it up with my jMP jHK cross under.

Edit: You (I think) can see the jHP jHK and jMP jHP jHK strings in this video

Day 2 Fukuas:

I'm on Tapatalk lol
 
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