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Fukua General Discussion

how much is the top damage of your fukua combo?
with starter as c.lk,i can only get a little bit over 7K(1 meter).it is not much comparing with other characters..
 
Made a Fukua guide. Hope some people get some ideas from it.

It also includes my take on Fukua's origin story. Hope Alex Ahad doesn't mind too much.

 
Vid
I like the idea of the video, however there is crucial misinformation. I highly suggest you remove the video, take a look at my compendium to learn the properties of each move and then re-do the video. I will do a Fukua video series covering certain aspects of her.
 
Thanks for the heads-up. Any chance you could just tell me the error, though?
 
I'm having some problems dealing against Double. She keeps shooting me, beating me and I can do almost nothing. What should I do? What strategy should I stick to?
 
c.hk under luger xx fireball or shadow
 
I think Super Jump or Double Jump (H) Fireball would clear all of Doubles shots besides H, but you would have to be right next to Double for that to hit Fukua.

Double should have to come to you.
 
c.hk under luger
Oh, I thought it wouldn't work, because it was useless against Peacock.

I think Super Jump or Double Jump (H) Fireball would clear all of Doubles shots besides H, but you would have to be right next to Double for that to hit Fukua.
I see. It's hard for me, though, because the AI manages to hit before I manage to jump high enough. I guess, I ought to time it better...
Double should have to come to you.
So, you have to "lure" her into close range in order to deal with her somehow, right?
 
Oh, I thought it wouldn't work, because it was useless against Peacock.
If no s.hp is coming from peacock, you can use s.hk to go over the bombs on the ground.
 
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Still having issues finishing her story mode (The only one I haven't finished yet). I need to get better at my blocking and punishing game since you need that to beat Filla.
 
Still having issues finishing her story mode (The only one I haven't finished yet). I need to get better at my blocking and punishing game since you need that to beat Filla.
You can also spam H Shadow since Filia usually blocks low.
 
She doesn't dodge command grabs. Just spam the armored one and you'll be fine.
 
Is it possible to combo from air throw? I tried cancelling, but it doesn't seem to be working.
 
You cannot combo from air throw. You instead get a hard knockdown, which allows you to mix them up while they're getting up.
 
The only way you could combo from air throw would be having a setup with an assist that stays out quite a while that you call -before- you air throw them and throw them into it, and that would be pretty obvious to a lot of people it's coming if that's the only thing you did with it. But otherwise, it's as Luweewu said.

The mix up from the hard knockdown is really good though! You get a lot of time to do almost anything, really.
 
You can combo air throw into H LNL from a certain height, but it's only on heavies and the timing is strict. Other assists that stick out for some time work better, like cerecopter.
 
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I have found that a good general rule vs Fukua is to not pushblock. Much of her pressure and blockstrings are not always true blockstrings and that basically gives her auto-frame traps, so PB'ing late will often get you a backdash into getting combo'd.
 
I have found that a good general rule vs Fukua is to not pushblock. Much of her pressure and blockstrings are not always true blockstrings and that basically gives her auto-frame traps, so PB'ing late will often get you a backdash into getting combo'd.
Depends. A lot of her options can be made into blockstrings if you utilize assists to make them. Rule of thumb is that any time a shadow is used you can pretty much get out of that some way. The real kicker though is if you don't push block you can get kara throwen in a lot of cases (e.g. after c.mp, after a s.hp, after a c.hk, after a s.hk, and after s.mk). Sometimes it can be smart to not and sometimes it can be smart to push block.
 
You have to play the player imo... Obvious of course, but, not pushblocking will just get you put into low/command grab mixups all day and if the fukua is good she can cr.lkx2 see it blocked then stagger another cr.lkx2 or command grab. Or if they hit she goes into combo.

And this is completely safe if she has an assist attached to one point of the mixup. I've started to do things like call BE assist then immediately command grab. If I wiff the grab I'm still safe, if I went low with cr.mk or something I'm still basically safe.


I think not pushblocking a fukua is only a good hard and fast rule if the fukua can't or doesn't use cr.lkx2 to confirm or has a bad habit of autopiloting her confirms.
 
so most of fukua damage comes from Shadows
Yours seem to do more damage than mine but I have a better shadow combo than yours. Weird. I'll ask Mike.

 
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Thanks twerk just came up with a light specific one that does 7.9 k

E: heavy best I can get is 7.7

EE: nope I'm a god 7.8 k will post video when I get back to VA
 
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So I just figured out that once you get to 12 hits prior to the last air chain that j.mp is a better button then j.mk

However in most cases you need to super jump it and because mike made TKing fireballs so easy it makes it very hard to super jump and use a punch. Any one have any suggestions how to avoid TKing?
 
super jump correctly
Super jump up is easy it's super jump forward which is usually a QCF motion unless you you go 2,5,9 which is really hard in one fluid motion
 
Oh you meant using the double jump to cancel the jump height of the super jump. and i still don't get it cause if you're launching and going into superjump state then is s.hp 9,9 > w.e.

Am i missing something?
 
Yes it's after m shadow where you can't just jump and get a super jump. It's for an optimal corner combo that uses j.mp after m shadow
 
because mike made TKing fireballs so easy it makes it very hard to super jump and use a punch. Any one have any suggestions how to avoid TKing?
super jump correctly
This. If you input it as DB,UF you are much less likely to get a TK fireball. Or D,U~UF, because you can change the jump direction during the startup.
 
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Wait down back to upforward equates a non launcher super jump? Interesting