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Fukua tech thread

It beats Argus out of startup and Lenny doesn't soak the hits (it does if it's already on the stage, but reaction Lenny doesn't).
It's pretty much a safe-on-block Double Car, except you're in a better position after it cus they can't tech away.

If you do it when Peacock is on the ground and not doing anything, she can M.Bang xx Argus to punish, so it's not entirely free -- but still pretty much.
 
after normal throw you can L shadow into BFF
Either this requires some specific timing, the use of a corner or is character specific because I remember trying this in a match and not having it work on filia.
 
Either this requires some specific timing, the use of a corner or is character specific because I remember trying this in a match and not having it work on filia.
i can record it if you like. i did this midscreen. provided it takes....offline type of timing
for this to work
 
another findings is that after c mp you can j lk to j hk. make of that as you please but i hope someone finds more stuff
Found this potentially totally unrelated thing:
cr.LK, cr.MK, cr.HP, L.Shadow
- j.HK, j.HP,
L.Ball -> Jump Forward Air Throw
L.Ball -> Jump Backward HP (Burst Bait), H.Ball (Hit them if they don't burst, keep a bit of pressure, and confirmable into Ball Super DHC into things)
H/M.Ball -> Command Throw
H/M.Ball -> cr.LK, things

If only it wasn't this hard to rejump after air ball I could test more things, I believe you can double jump MP crossup but that's to hard.

 
Found this potentially totally unrelated thing:
cr.LK, cr.MK, cr.HP, L.Shadow
- j.HK, j.HP,
L.Ball -> Jump Forward Air Throw
L.Ball -> Jump Backward HP (Burst Bait), H.Ball (Hit them if they don't burst, keep a bit of pressure, and confirmable into Ball Super DHC into things)
H/M.Ball -> Command Throw
H/M.Ball -> cr.LK, things

If only it wasn't this hard to rejump after air ball I could test more things, I believe you can double jump MP crossup but that's to hard.

i found that in training and dumped it.
so lows can cause pre-block yes and catch people from up-backing....can anyone find a use for shadow L? what i did was this J hk > j hp > fireball L > shadow L not sure if its effective or not but anyone that battle tested plz tell me if its effective or not.
 

i'm just gonna drop this here and hopefully someone will find something to do with it, but yeah its like......... a gimmicky ass reset in the air. THOUGH you can combo after it, BUT what you can do is airjump after fireball j lp > throw
 
@RemiKz @MegamanDS @KhaosMuffins @Domo @CaioLugon

@Sharnt i found this particular burst bait a doozy. you can omit the shadow since you already at stage 5. if anyone needs an explanation of why this burst bait is great just tag me and i'll explain the best i can.
Honestly this burst bait will only work for now because people are unfamiliar with it. It's like squigly's c.HP bait, no one really falls for it anymore.

Try c.LK, kara HK xx L/M/H clone. It's a lot more believable, you get a mixup if they don't burst and the clones will start the combo if they do burst.
 
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Honestly this busty bait will only work for now because people are unfamiliar with it. It's like squigly's c.HP bait, no one really falls for it anymore.

Try c.LK, kara HK xx L/M/H clone. It's a lot more believable, you get a mixup if they don't burst and the clones will start the combo if they do burst.
my question since you also use fukua doesn't it allow hard knd? and can't you use shadows?

all of the things mentioned or you even said i'm well aware of. i just wanted to test something.
 
my question since you also use fukua doesn't it allow hard knd? and can't you use shadows?

all of the things mentioned or you even said i'm well aware of. i just wanted to test something.
Doesn't what allow a hard knockdown? I was just suggesting a less obvious burst bait option after the BFF super.
 
Doesn't what allow a hard knockdown? I was just suggesting a less obvious burst bait option after the BFF super.
and i'm suggesting an obvious burst bait that's meant to not be taken and allow another hard knockdown since if they press a button they will burst if they don't you get to do oki stuff possibly. this is dependent on the player's style.
 
and i'm suggesting an obvious burst bait that's meant to not be taken and allow another hard knockdown since if they press a button they will burst if they don't you get to do oki stuff possibly. this is dependent on the player's style.
This actually doesn't really work anymore, Mike essentially patched it out a while ago, they can now tech.
 
This actually doesn't really work anymore, Mike essentially patched it out a while ago, they can now tech.
They can only tech burstbaits from *Sweeps*. From standard knockdowns etc they still apply (with the same limitation as previously, you have to not have used the OTG).
 
i just tested it.....you can't tech unless its a specifically timed thing?
if you push a button BEFORE the bounce, you will tech. So... it encourages mashing =( If you delay it will still burst.

EDIT: Oh, red bounces still work? That's awesome then.
 
Blue bounces (ie raw Para j.HP) are also untechable - as long as you didn't use up the OTG (don't ask me how THAT works). It's only sweeps that don't work anymore.
 
Ok, well that's pretty strange then. I'm glad to know that though, I always liked those setups.
 
another findings is that after c mp you can j lk to j hk. make of that as you please but i hope someone finds more stuff
I really like doing this to set up grab resets. It's pretty damn cool just seeing.

A new (stupid) tech from Fukua j.HK, L.Ball:

This is really hard to do imo, but I usually do it after using her launcher. I wouldn't call this stupid tech since it leads to some nice combos and it's easier to land her qcb throw reset after the fireball than other moves.
 
A new (stupid) tech from Fukua j.HK, L.Ball:

I've been using this (in my own combo) for a while. It really messes with their head. Glad people are discovering tech on their own. It's refreshing! :)
 
I've been using this (in my own combo) for a while. It really messes with their head. Glad people are discovering tech on their own. It's refreshing! :)
Did you find a way to time it easily? It's kinda sensitive to pull off.
 
I really like doing this to set up grab resets. It's pretty damn cool just seeing.


This is really hard to do imo, but I usually do it after using her launcher. I wouldn't call this stupid tech since it leads to some nice combos and it's easier to land her qcb throw reset after the fireball than other moves.
actually i will make a video on the properties on C mp cause that button is extremely good .
 
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Anti-big band tech: A reversal qcf+throw reset after comboing into a qcf+HK gives the exact timing needed to throw BB out of a reversal supersonic jazz.
 
Not sure if this is found yet in some form or another, but...

Found this one burst bait/reset/option select (you'll kind of see what I mean at the end) when I was dicking around in the lab:

Lkx2, Mk, Hp

j.Lk, j.Mk, j.Hk

Lpx2, Mk, Hp (I can't for the life of me get the standing Hp link alone consistently)

j.Hk, j.Hp (Burst)

Doesn't matter if they burst the first or second hit, both of them will wiff and open up a punish.

My question is: Which character has the fastest j.Lp/Lk? I'll like to test out if they can do anything (except block, or airdash possibly) if they don't burst.
 
Ok so I found a cool burst bait/jump back punish off of cr.mp > kara s.hk > lk shadow

If they burst to early or to late you get a free punish and if they don't burst and hold up back after then they will get hit by the lk shadow. If they block low you can just keep them in pressure thanks to lk shadow having a lot of block stun.

I find it easiest to set up after a j.hp > j.hk on most characters you will be close to max range on the cr.mp which is what you want.
 
Interesting I made second place with a character everyone's only played against for a month. :^P
Ftfy.