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Fukua tech thread

- Also it looks like you can chain c.hp > L Shadow Clone (forget the name). So yeah that's pretty cool.
- doing armored command throw after H Drill seems to REALLY be effective :)

There's very little reason to use the armored grab after HK Drill. It's pretty much asking to get punished. HK drill leaves you at a +3f advantage and her regular command grab is active on frame 4 or 5, so its waaaaaay less likely for the opponent to react to it.
 
4f startup, active on the 5th

Opponent has 1f to act before getting thrown.
 
That makes me sad.

On a completely unrelated note, would be neat if qcb+MK had a vacuum effect even on block.
 
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Found some pretty interesting stuff

1. For light characters you can actually SAVE OTG from raw tag...yup thats right. using s.mp > c.hp > M/H Forever a Clone (FaC). Tried on a couple heavy characters and it didn't seem to work.
2. L Clone is REALLLLY good for ending blockstrings if you're CLOSE...like FAIRLY CLOSE (which you'll be half the time?) and trying to start-up a new one. If youre being dumb they can catch you with a super or perhaps even an assist, but i'd say it's a viable blockstring option.
3. s.hp > M Clone is a very solid reset UNLESS they have an air super....yeah....don't do that.
4. This one's probably super obvious, but using the H Clone as an opener for a jump-in after defeating 1 of someone's teammates is so wonderful. omfg. And a fireball works too, but the clone gives more room in my opinion.
5. Also using armored command grab at the end of a blockstring or as a reset is super fun/funny too....just not when it happens to you :(
 
A pretty cool cross-up you can do. It beats out everything except fortune, painwheel, and val's air supers but, since it can cross-up they have too reverse the input.
 
I've been doing that but you can also do a double cross under to really throw people off.
 
i got a burst bait using forever a clone (M)
so do your usual combo which for me is cr lk > s hp> j mk > jhp >j hk>w.e

but after my j hk you do this

cr lk > s hp > jmk >jhp > j hk> cr lk > s hp> j mp(1-4 hits depending on weight) > j mk > j hk > s lp > s mp > cr hp > forever a clone M > s hp

depending on the weight. for big band its hard as hell but it works on most of the weight class if anyone can validate this i would be gracious
 
There's very little reason to use the armored grab after HK Drill. It's pretty much asking to get punished. HK drill leaves you at a +3f advantage and her regular command grab is active on frame 4 or 5, so its waaaaaay less likely for the opponent to react to it.

If you think they're going to reversal with something, its a good idea.
 
If you think they're going to reversal with something, its a good idea.
That's why I said very little reason. And even then, it would be better to just block in that situation for a more optimal punish and less risk.
 
4f startup, active on the 5th

Opponent has 1f to act before getting thrown.
After LK Drill, timed perfectly you can meaty the command grab since it has 2 active frames.

So unless you're finishing combo or using it as reversal, there really is no need to use HK Drill when LK Drill has 2f more advantage.

LK Drill:
- Into throw... 1f window.
- Into c.LK ... 3f window.
- Into j.HK punishes throws with (God help them) counter hit combo.
- Into command throw, meaty.
 
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Drill can be used to extend combo after standing hK anywhere on the map
It's interesting to see if there are any more applications because of this besides finishing off with a super or two in a row. (Fukua's supers can combo into each other)
 
Wouldn't you get more damage from doing c.HP xx HK drill?
 
Wouldn't you get more damage from doing c.HP xx HK drill?
Idk I haven't tested but other uses include chasing down lv 3 super so you can use drill super in conjunction or you could use it as a mixup (cuz it does like 1-3 hit you can continue or you can let them go which they guess)hk -> Drill helps you essentially bring you closer to your victim so I feel like it could be used in more than one situation
 
alright with this new patch i'm not excited and kinda sad. i'm excited i can now execute all the combos i thought of in my head. yay. problem?

i lost my favorite cross under which was s hp > j mp > jmk > j hk >dash

also you can save moar damage by doing a instant j hk to s hp.
and also an awesome idea i had. when you land always do s lp > cr mp.
this sets up a reset point or a combo. if you want to combo you continue with cr hp after cr mp. BUT that's not all for the reset points.

either you do shadow M and do the cross up. OR you can do the burst bait by s hp as you dash towards the opponent. there's more stuff to it but i gotta test moar
 
c.LK c.MK(2) c.HP xx L.Shadow, J
- j.HK
c.MP c.HP, J
- j.LP j.HK
s.LPx2 s.HP xx SJ
- j.LK j.MK j.HK
s.LK c.MP c.HP xx H.Drill xx Dreamill

I don't know Fukua, and I got a bit puzzled, someone minds to tell me were are supposed to be placed the reset points and for which resets?
 
My combo now is:

c.LK c.MK(2) c.HP xx L.Shadow, J
- j.HK
c.MP c.HP xx M.Shadow, SJ
- j.MK j.HK
c.LKx2 c.MP c.HP xx (delay) H.Shadow, Dash
c.LP s.LK s.MK c.HP xx H.Drill xx Dreamill

Quick Reset points:
- After first c.HP, cancel into H.Shadow instead of L
- Stop after c.MP for either c.LK or delay cancel into QCF Command Grab
- Chain c.MP into c.HK, then cancel that into Drill/Command Grab/L.Shadow/H.Shadow after or before the crossunder
- Instead of jumping after M.Shadow, dash and either crossunder or sameside s.HP
- Instead of j.MK after M.Shadow, do j.LK delay j.HK; the j.HK will hit crossup
- Instead of j.MK after M.Shadow just Airthrow; or j.MK and instead of j.HK just Airthrow (alternatively for both: j.LP j.HK to counterhit tech attempts)
- After j.MK j.HK, just Cmd Grab / Delay c.LK. How many of these 50/50s do she got?
- Instead of c.LKx2 c.MP c.HP, cancel any of the first three normals into Command Grab (or go Low~)
- Did I mention c.HK into anything after c.MP?
- Oh we have some more normals you can cancel into command grab. Also, H.Drill is +3 on hit so you cannnn Command Grab after it~ ladadada

That's just the easy stuffs~
 
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Thanks, I knew of the c.MP,c.HK stuff but then there were so many options I couldn't get where the sneaky things were. Gonna work on it then, thanks!
 
My combo now is:

c.LK c.MK(2) c.HP xx L.Shadow, J
- j.HK
c.MP c.HP xx M.Shadow, SJ
- j.MK j.HK
c.LKx2 c.MP c.HP xx (delay) H.Shadow, Dash
c.LP s.LK s.MK c.HP xx H.Drill xx Dreamill

Quick Reset points:
- After first c.HP, cancel into H.Shadow instead of L
- Stop after c.MP for either c.LK or delay cancel into QCF Command Grab
- Chain c.MP into c.HK, then cancel that into Drill/Command Grab/L.Shadow/H.Shadow after or before the crossunder
- Instead of jumping after M.Shadow, dash and either crossunder or sameside s.HP
- Instead of j.MK after M.Shadow, do j.LK delay j.HK; the j.HK will hit crossup
- Instead of j.MK after M.Shadow just Airthrow; or j.MK and instead of j.HK just Airthrow (alternatively for both: j.LP j.HK to counterhit tech attempts)
- After j.MK j.HK, just Cmd Grab / Delay c.LK. How many of these 50/50s do she got?
- Instead of c.LKx2 c.MP c.HP, cancel any of the first three normals into Command Grab (or go Low~)
- Did I mention c.HK into anything after c.MP?
- Oh we have some more normals you can cancel into command grab. Also, H.Drill is +3 on hit so you cannnn Command Grab after it~ ladadada

That's just the easy stuffs~
not a fan of that one in my experience for resetting with fukua. now that its -11 i'm not risking a punish for a reset like that :P
other than that i did use your combo for a while before you posted it and i liked the results.
 
not a fan of that one in my experience for resetting with fukua. now that its -11 i'm not risking a punish for a reset like that :P
other than that i did use your combo for a while before you posted it and i liked the results.
then just jump and j.hk. Because they are so high it's an easy burst bait.
 
Burst bait is easier too if you do j.hk, j.hp. J.hp lowers her somewhat and avoids burst in my experience. the J.hk after the medium shadow is def one of her easiest burst baits.

Also Ive been using that combo as well lately. Another reset after the medium shadow or if you do a st.hp for some reason, is j.mp,j.mk and then you can dash under at the last second for a crossunder. where you then get a 50/50 of cr.lk or throw.
 
dont you have to j hk>j hp to slip under?

can't you just s hp as a combo and still burst bait
Yes and yes. But because of the height you don't need the j.Hp, and j.hk sets up better resets than s.hp if they don't burst. You just don't cross under.
 
so an update on fukua. i found a grab set up.


so do your typical j hk combo right? nah forget that for now do this.

s hp > j hk > j hp > land > j lp > grab

tis for people wanting setups for oki :D
 
dunno if this is the right place to post this but i've asked around and nobody's been able to give me an answer. every once in a while i'll get a sort of 'instant air' j.hk with fukua, where she doesn't complete the full jump and gets dragged down as if she hit, on whiff. i can't get it at all in training mode and i haven't recorded any of my matches to figure out what's causing it, but it could be good tech if it can be gotten consistently. has anyone else experienced this?
 
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no, it doesn't. it's always clearly a whiff.
 
ive also had that happen once.
. I can confirm it happens on whiff
 
Does it hit Fortune's head or something? I've never seen her drop without it being blocked, hit or absorbed by armor.
 

Is this a recent version? I mean damn lol
 
Does it hit Fortune's head or something? I've never seen her drop without it being blocked, hit or absorbed by armor.

it's none of these things. i've also tried out things like whiffing while opponent is already in block/hitstun and trying to hit invincible hurtboxes and it's none of those either

i'll see if i can record next time i play