dekillsage
Well-Known Member
I like when the Fukua did J.hk
-> air fireball....
to J.HK -> Air fireball
from fullscreen ^_^
-> air fireball....
to J.HK -> Air fireball
from fullscreen ^_^
Er, in the Big Band matchup only? j.HK whiffs everyone else?
I find her far from braindead. Sure she can just throw out fireballs, but she isn't getting much out of that and she isn't exactly locking anyone down and teleporting to gain stage positioning like Peacock. She is forced to go for something at some point and that is what I'm struggling to get a grips with using Fukua. Most of her "mixup" is as mentioned, pretty gimmicky. Her solid mixups require you to either empty jump or get your opponent at point blanc range, not blocking but at advantage.
That's only gonna work for a little while, though. It's not like it hits overhead, as long as the other guy looks for an actual moment he can punish, instead of recklessly hitting buttons, I don't think that's really going to be such a great thing.I mean like its a hard normal to challenge so you just jump and throw it out as a "hey come challenge my super incredible normal. It's all I have cmon you wana challenge this right???" then when/if they do you get 8k its gr8. of course having an assist makes your life significantly easier as a fukua player cuz you don't have to do this even though you should go for it anyways while no1 knows the mu
Hey, I went in training mode for a second and found out how to setup a shadow. c.lk, s.mp, s.hk, qcb hk. Cancel the s.hk really early, and you're far enough away that you safely get a high attack. It's safe cause it avoids nearly every reversal in the game (including Daisy Pusher and MP bang). For the meterless ones you don't avoid (mp/hp Double butt), you can BFF, and other armored reversals (Brass Knuckles/LnL), you can either throw lk shadow or cancel into BFF (or lvl 3 or lvl 5). Every other Super reversal (except valentine's flatliner and Fukua's lvl 3) can be BFF'd or lvl 3'd (SBO requires lvl 3).Her shadows are massively + on block I like to go on the offensive when I get them to block one at that range (seems better than backing myself into the corner or taking a risk on standing my ground). Her pressure is nothing particularly special though, you basically need an assist to set up a mixup at all or to get a second string of pressure. To get inside throw range can be pretty tricky unless you get them to block a shadow really close or to manage to land a j.HK.
Hmm hadn't thought of using 5HK to get away actually. Using 5MP is against all my hitconfirm so that part I probably won't use much. But doing 5HK and cancelling early would avoid 2LK / 2MK between shadow making it actually a bit scarier. Of course the mixup isn't great with the speed of the shadows BUT it would give you a good chance for a low/command throw.That's only gonna work for a little while, though. It's not like it hits overhead, as long as the other guy looks for an actual moment he can punish, instead of recklessly hitting buttons, I don't think that's really going to be such a great thing.
Hey, I went in training mode for a second and found out how to setup a shadow. c.lk, s.mp, s.hk, qcb hk. Cancel the s.hk really early, and you're far enough away that you safely get a high attack. It's safe cause it avoids nearly every reversal in the game (including Daisy Pusher and MP bang). For the meterless ones you don't avoid (mp/hp Double butt), you can BFF, and other armored reversals (Brass Knuckles/LnL), you can either throw lk shadow or cancel into BFF (or lvl 3 or lvl 5). Every other Super reversal (except valentine's flatliner and Fukua's lvl 3) can be BFF'd or lvl 3'd (SBO requires lvl 3).
Actually... I forgot to check a few reversals. Namely Beat Extend. That may hit Fukua, it's so wide. Oh, and Double Car. I know you can avoid it with BFF, probably, but I don't know about a punish.
I was using mp because it moves you away a little more. If you use something else, be sure to check all the reversals again, cause some of them may tag you that wouldn't have otherwise. I just would go straight c.lk, c.lk, s.hk then, cause c.mk brings them closer to you. Unless you use c.mp in your hitconfirms, I think that move can be used instead.Hmm hadn't thought of using 5HK to get away actually. Using 5MP is against all my hitconfirm so that part I probably won't use much. But doing 5HK and cancelling early would avoid 2LK / 2MK between shadow making it actually a bit scarier. Of course the mixup isn't great with the speed of the shadows BUT it would give you a good chance for a low/command throw.
I see potential in this.
It triggers if you do it from point blank. Apparently it only counts as a chain starter from a certain distance, watch the combo stage and you'll see that it goes back to 0 for a sec, but if you do it from point blank it goes to three after it hitsi was messing around with combo yesterday and found IPS was going off "randomly"
MK shadow, j.HK,st.HP, j.HK (IPS triggers)
sometimes it would and other times it wouldnt. i thought maybe the combo stage was changing due to a slightly longer than usual delay or something but i dont think that was it. i didnt spend ages testing why though since its maybe 1-2 times out of 10 it does it.
thats not a mp dart (it bounced), what happened was that it auto corrected the fireball in both cases, but j.hk only switched side on the first one, giving you the correct momentum for the dart to hit.hey guys does any one have an issue that a mp love dart comes out when you want an lp fireball when you cross over?
i didnt think it was big enough to warrant its own thread but i thought it was weird
@Mike_Z
You can hit them.
.. Nnnnno?
Gfarmer ran Squigly/Brass against me and won 15-13 in a lagmatch where he could hit every combo (!!! Most impressive part) and I dropped literally everything
I haven't been hitting them with Titan Knuckle this whole time? Or do they get hit when you hit her? Cause I've seen them being hit.
i would also love to see a thread with how to deal with this character. as of right now it wouldn't surprise me if i went 0-2 at evo because i fought 2 fukua players this character gives me this much trouble.Would anyone else benefit from a "How to deal with Fukuas bs" thread? She's sort of walking all over me and it's hard to challenge her especially when she has assists.
I almost want to drop Peacock for her at least until I understand her problems if she has any. (besides the overheads, and vulnerability to throws)
Right now her neutral looks really solid and the confirms look pretty easy off fireballs.
Were you in the air when shadow hit? If so, it won't trigger IPS.i was messing around with combo yesterday and found IPS was going off "randomly"
MK shadow, j.HK,st.HP, j.HK (IPS triggers)
sometimes it would and other times it wouldnt. i thought maybe the combo stage was changing due to a slightly longer than usual delay or something but i dont think that was it. i didnt spend ages testing why though since its maybe 1-2 times out of 10 it does it.
How would you punish a Deflected fireball? I'm probably not deflecting when you're fireballing directly above me, so I don't know how Fukua would be able get to me and do anything.
sorry i never clarified. zoning fukua is not gonna be above you. just no way. you can easily weave your way otherwise cause at fullscreen and you D. reflect you essentially get closer to me. the thing about this mess is that she's perfectly built to train characters to do certain things. fukua also has the tools to change the pace. from fireball(d. reflect for bella) Shadows (d reflect for bella).
It's cool for her to be good, balance is whatever since some characters have to be good aight? But she's really really dumb and gets all the things for zero effort which is kinda less cool?