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Where's the Twerk in here? FukuaTwerkTeam learns a lesson in git gud

1f vuln on point is 3f vuln as assist. Also you can just throw me you know. Be brave.

I honestly prefer horns more than beat extend.
 
1f vuln on point is 3f vuln as assist. Also you can just throw me you know. Be brave.

I honestly prefer horns more than beat extend.
throw is an option.
sure. but you're RIGHT THERE. and i'm in the air so no go half of the time. i learn better in game so i want a set sometime. i'm frankly tired of people piggy banking off of assist and are actually mediocre with the rest of the team and i'm talking about people in general
 
Everyone else seems to get past extend just fine. You can't always use the same strategy sometimes you just gotta empty jump and block then punish. L beat extend has awful hitstun.
 
the thing is i DON"T know what to do on someone using shitextend L.

i watched mayor fight you and it seems the best thing is to have big band for fuck all reason. which i refuse to have that piece of shit on my team EVER.
 
I just told you how.
 
Whether it works or not is based on how good you are.

Me beating you changes nothing, it only means you still haven't figured out how to bait and punish. But baiting and punishing is a legit tactic and I'm sure that's why top players do so well.
 
Whether it works or not is based on how good you are.

Me beating you changes nothing, it only means you still haven't figured out how to bait and punish. But baiting and punishing is a legit tactic and I'm sure that's why top players do so well.
me beating you changes something for me.
it means i learned. it means i have the capability to get past the first phase of the meta gaming. THAT"s what i want. so don't say you beating me changes nothing.
 
Also I'm mostly counter calling your attack hoping I hit your recovery but sometimes it's almost like fukua doesn't know what recovery means.
This is the truth.
 
Beat extend has another weakness in that it's big
It's much bigger than any point character that is likely to use it, so if you have a move with lots of active frames out while beat extend is being called, you'll hit it

This puts you at risk of being anti-aired by the point character of course so don't be reckless I guess
 
ran a "set" with skarmand and i agree with the points he raised about my team.
time to copy pasta for future reference.

8:05 PM - Skarmand: Like a lot of times It seems like you're not quiet sure where you want your character or how you want to approach
8:06 PM - Skarmand: More for Filia and Fortune
8:06 PM - Skarmand: You had Fukua down pretty good but try and stay above me even more
8:06 PM - Skarmand: Very few characters can hit above them reliably
 
ran a set vs mandrgaona or w.e his steam is.

and he uses beat extend L.


i tried out @Skarmand 's idea of using H LNL and it works. it'll serve for a temporary resolution now i need to get better at dealing with the assist as a whole if in fact my bella gets taken out
 
played a set vs zephyrel and vs cloudking.

i need to be a bit more attentive on the assist game still and i sometimes drop my double snaps
Team A: fortune/fukua/filia is looking excellent
Team B: squigly/fukua/filia is also looking excellent.
Team C: filia/bella/fortune is ok but needs to be a bit better.
 
put fortune on point for that bella team
 
fiber assist is useless for them tho

and nadia could use copter and updo
 
so question with bella @Broseidon Rex

when i'm bella....how do i get in? and i heard s lk is good but when do i apply it? cause j lk can cross up but it doesn't let me connect after a certain height. so what do bella players do to get in? i figure tumble run
 
you got j.mp j.hk gliding with j.hp (which sorta works) run which has armor I believe. maybe lnl? run stops.

cr.lk I find reaches a good distance.

and oddly high reaching s.lk

uh.... I think that's it.
 
You can't really use tumble run to get in : it's not that fast, every follow up/super cancel is a big gambit, and stopping the run takes waaaay longer than what you could expect (you're standing still unable to act for like 10-15 frames, so you can get countered pretty easily).
J.mp can be good, but I prefer to keep it as a defensive tool (jump back j.mp is the best defense), cause if your opponent has good spacing, he can buttfuck you : the hurtbox on it is kinda bad, it's not super fast, and if you do it from too far away you won't be able to combo after it, except if you follow up with j.hp, which isn't possible if you hit being too close to the ground.
J.hk seems godlike, but you can get surprised with ennemies crossing you down and punish you, and it's not great air to air.
J.hp glide is...good when you want to get high above some characters heads without too much risk, but they can cross down and reset the situation, and your path becomes obvious as it uses up your double jump. I personnaly use j.hp as a spacing tool (opponents will think twice before jumping recklessly at you after one or two instant j.hp in the face) or as close up pressure/reset.
J.lk is good because it covers everything in terms of range/hitbox, but you can't really use it any time because of the poor hit stun.

It may seem I'm saying her jump attacks aren't good, but I'm just telling you their weaknesses to warn you about them. Their strength/usage/hitboxes are self explanatory, so as long as you know this, the rest is spacing matter.

On the ground, dash c.lk or dash mgr is simple but still efficient, mix it with instant j.hp to cover jump attacks and you can be scary while being relatively stationnary.
What you need to understand is you don't actually need to get in with bella.

Her mid range neutral is pretty good as she counters projectiles really hard with deflector (git gud at it, fight nightmare marie and try deflecting everything, it helps a lot), punishing/countering assists with c.hk or lock'n'loads is easy, titan knuckle is really good (think about cancelling it with lnl to make it more "safe") and all her jump attacks are good to keep ennemies at bay...and every time they make a mistake and take a poke in the face, it's a free dash-worth of distance that you gain on the screen, and even a free oki if they got hit by titan knuckle.

Tl;dr : don't try to rush in and be patient, wait for them to make a mistake to punish them hard.
 
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You can't really use tumble run to get in : it's not that fast, every follow up/super cancel is a big gambit, and stopping the run takes waaaay longer than what you could expect (you're standing still unable to act for like 10-15 frames, so you can get countered pretty easily).
J.mp can be good, but I prefer to keep it as a defensive tool (jump back j.mp is the best defense), cause if your opponent has good spacing, he can buttfuck you : the hurtbox on it is kinda bad, it's not super fast, and if you do it from too far away you won't be able to combo after it, except if you follow up with j.hp, which isn't possible if you hit being too close to the ground.
J.hk seems godlike, but you can get surprised with ennemies crossing you down and punish you, and it's not great air to air.
J.hp glide is...good when you want to get high above some characters heads without too much risk, but they can cross down and reset the situation, and your path becomes obvious as it uses up your double jump. I personnaly use j.hp as a spacing tool (opponents will think twice before jumping recklessly at you after one or two instant j.hp in the face) or as close up pressure/reset.
J.lk is good because it covers everything in terms of range/hitbox, but you can't really use it any time because of the poor hit stun.

It may seem I'm saying her jump attacks aren't good, but I'm just telling you their weaknesses to warn you about them. Their strength/usage/hitboxes are self explanatory, so as long as you know this, the rest is spacing matter.

On the ground, dash c.lk or dash mgr is simple but still efficient, mix it with instant j.hp to cover jump attacks and you can be scary while being relatively stationnary.
What you need to understand is you don't actually need to get in with bella.

Her mid range neutral is pretty good as she counters projectiles really hard with deflector (git gud at it, fight nightmare marie and try deflecting everything, it helps a lot), punishing/countering assists with c.hk or lock'n'loads is easy, titan knuckle is really good (think about cancelling it with lnl to make it more "safe") and all her jump attacks are good to keep ennemies at bay...and every time they make a mistake and take a poke in the face, it's a free dash-worth of distance that you gain on the screen, and even a free oki if they got hit by titan knuckle.

Tl;dr : don't try to rush in and be patient, wait for them to make a mistake to punish them hard.
hm.... its just as i thought.....this is definitely a huge contrast to my style of rushdown.
 
And cuz when I write walls of text I always end up forgetting stuff, especially because using tapatalk won't let me check the thread while typing:
S.lk is mostly used as an anti air, but I can't really recommend it, you will get buttfucked most of the time.
And lock'n'loads are godlike on neutral against not filia/fukua (their c.hk are a huge counter to lnl), against BB, you may need some on-reaction 360 cancels to counter their counter Brass.
And to be clear : don't use tumble run except if you want to be really yolo...or maybe against peacock, battle butt will get her if she tries to throw something at you and she can't really counter you if you cancel it (other chars have plenty of tools to make you regret trying to use it)
 
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And cuz when I write walls of text I always end up forgetting stuff, especially because using tapatalk won't let me check the thread while typing:
S.lk is mostly used as an anti air, but I can't really recommend it, you will get buttfucked most of the time.
And lock'n'loads are godlike on neutral against not filia/fukua (their c.hk are a huge counter to lnl), against BB, you may need some on-reaction 360 cancels to counter their counter Brass.
And to be clear : don't use tumble run except if you want to be really yolo...or maybe against peacock, battle butt will get her if she tries to throw something at you and she can't really counter you if you cancel it (other chars have plenty of tools to make you regret trying to use it)
so tl dr is to learn to be neutral instead of hyper rushdown. i will practice on this
 
hm.... its just as i thought.....this is definitely a huge contrast to my style of rushdown.
This is something that should be understood about grapplers : you need to be close to be the most powerful, but that doesn't mean you need to go for that very hard.
Actually you can't, your movement options aren't good enough for that.

Every grappler has to be played with a little bit of patience (if not a lot) and they have tools to resist long lasting neutral (especially bella with her deflector). You're used to rushdown? Well, bella will make you learn something different, and that's a good thing for you.
 
can you grab someone that just lands? is it frame specific
If someone doesn't make an attack in the air, holding up will let them avoid any grab when landing, as they will jump again immediately, they won't even be considered hitting the ground from the grab point of view.
If they performed an attack in the air, would they recover from it mid air or not, hitting the ground will end the attack instantly if it was still going on, the character will enter the landing animation and will be vulnerable and on the ground for I believe 2 frames.
Even if you recover frow the attack mid air (val air syringe for example), even airdashing/double jumping afterwards will not cut off the 2 frames recover and you will be vulnerable when you land.

So how to use that info?
Bella's command grabs/360 have 3/4 active frames, which helps to time them properly to counter the landing opponent.
Hit invincinbility and relatively slow 10 frames start up means mgr can be an excellent jump-in counter with correct spacing.
Lnl cancel 360 is godlike.
And I should try pushblocking filia's j.mp to see if pbgc diamond drop could work, that would be awesome too...
 
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I was hyped about Eliza.
Then I saw she was an airdasher.
Not me.
 
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so tl dr is to learn to be neutral instead of hyper rushdown. i will practice on this
Secret: Bella is actually kinda "midrange" more than "right in your face". Fairly large high-priority normals, and MGR does more damage than either of her "in your face" command grabs.

Think of her as Parasoul with a double-jump, command grabs instead of overheads, and armored moves instead of projectiles, and you'll have an idea of how to play her.
 
Secret: Bella is actually kinda "midrange" more than "right in your face". Fairly large high-priority normals, and MGR does more damage than either of her "in your face" command grabs.

Think of her as Parasoul with a double-jump, command grabs instead of overheads, and armored moves instead of projectiles, and you'll have an idea of how to play her.
so that means bella lets me do stuff? :D btw cynical get back to your prime so you can teach me how to bella better
 
got more feedback on my fukua.

I need to make my grab setups more conspicuous.

i need to really pay attention to how my opponent reacts to every single setup i use with fukua.

also will bella i now need to learn S hp into PH consistently
 
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J.mp, j.hk, well-spaced LnL, Titan Knuckle.

If she stops hitting buttons to pushblock you out, just throw her ass. Or Kancho her.

Also, if Para hits buttons air-to-air, if you block, don't push and you'll be at advantage when you land. Free low/throw mixup.