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Fukua matchups

Alexpi helping out a Fukua, I thought we were Parasoul buddies why you gotta give MU tips :(

First it seems most people in the thread are on the same page except this one point:

Parasoul is ok against Fukua. M soldier helps a lot (unless you call it on a shadow). The one problem I have is Parasoul is tall, so there is no dashing under jump h fireball.

Parasoul's M soldier, much like in almost every other matchup, doesn't really help the big issues in an obvious way. From fullscreen or midscreen distance, not only do the shadows continue to allow pressure directly right through the egret, but Fukua can still get to a height that throws fireball pressure still on Para while getting over the egret. There are only 2 uses I feel where the egret really helps: 1. When Parasoul has Fukua near the corner, so she can get in at a precise angle that Fukua doesn't hit super well with fireballs and has to commit to something else (this is still hard to do). 2. Using it pre-emptively from fullscreen to counter potential Fukua fireball supers (you can probably still jump and throw horizontal air super and catch a jumping para though). You're also missing all the other neutral tools that makes the MU terrible, which others have kind of said and I guess I'm here to talk about?

you guys SURE that fukua wins the parasoul match up free?

I absolutely still think so. Granted, I played like ass (cause thats just me I guess) and got hit by literally every command grab setup and lost major confidence halfway through so I probably could've performed better aside from the usual, but I still felt like I had to play differently than most any other matchup.

The big issue is that Fukua in the air space completely dominates 90% of the usual pressure Parasoul can do. She can apply pressure freely away from air grab range, and the angle which she can stay at is at the sweet spot where anything Parasoul has that is fast isn't in range and anything that has range is too slow. I'd describe the stuff you were using twerk but I'm kind of tired atm and don't really remember, but I'm guessing it was the usual jHPxxFireball or jHK fireball or jLP for anti air. Even at the best a rare trade with Para jHP versus either Fukua jHK or fireball isn't bad at all for Fukua. Parasoul's only really solid option to Air-to-Air a Fukua doing something other than block is jLK if they occupy the high space (jLP can hit a normal jumpin fukua I think, but it won't catch a defensive jump or fireball). I was playing with cHP anti air but it's ballsy as fuck and is reaaally hard to get the followup correctly I think.

Oh, and maybe superjump jHK, but I freely admit it's nutty and not super reliable.

There might be some merit to parasoul doing cMP/cMK to low profile a Fukua jump in + fireball, and reacting with Pillar, I'll probably play with that more to see how it goes.

What makes this match tough is that Parasoul has to bulldog Fukua to the corner and from there be a Mike Ross level of Psychic to know what they'll do, and EVEN when Fukau is in the corner she still can travel high above Parasoul and apply pressure where parasoul can't easily reach. All of parasoul's ground game loses to Fukua jHK (aside from maybe a perfect cHP but I have yet to do it or find it), and the shadows work very well in midrange even as anti-airs (seriously wtf @ H shadow). Not to mention, Fireballs and tear tosses feeling completely useless. Use armor grab a lot when Parasoul doesn't have level 3 since she can't reversal out with pillar aside from DHC.

However yeah there are some tools that can be dangerous on ther other end. On the ground, shadows are usually good, but you have to be wary of the spacing and momentum you have since Parasoul CAN ground dash and sLP to hit Fukua before the shadow connects if she thinks you will stay on the ground. The new fireballs having less hitstun makes Parasoul travel through Fukua's zoning game faster so while it's still difficult for Parasoul it's more manageable. Superjump from Parasoul is dangerous to look out for since there are some ranges where using M Shadow is completely inneffective it seems, usually from closer distances. I definitely think Parasoul can handle the MU if she has the right assist to poke Fukua in the air (Updo, Beat Extend, Fiber Upper, and maaaybe Peaock H bomb/item drop or Eliza MK Servant) so that might be worth thinking about.

not exactly sure what else to put so tell me if you think I'm missing a part of the game plan. Maybe talk abotu how you feel about applying pressure to Parasoul.
 
Useful stuff

Now from the fukua side of things.

Now your gameplan in this match up is to zone. but zone and be unpredictable. Super jump from parasoul will snuff yo stuff in a heartbeat and SJ J.MK pretty much can get her in. Once you see parasouls doing this. immediately adapt cause they have to do an attack or a block. you can beat either option with s hp and if s hp is blocked go into L drill for safety or even a L fireball since apparently parasoul and PW are one of the few characters that cannot punish it.

IF she superjumps you can also super jump and double jump and snag her with j hk or j lk into j hk

In this matchup most parasoul will zone and lose. But in the case of fenster a parasoul may bulldog you in the corner WHICH you don't want because of the constant pressure of tear toss and napalm tosses.

if you find yourself at the corner you'll be forced to super jump and you can get out of it for free due to canceling with L fireball.

M shadow is decent but can be SJ'd and then parasoul is at mid range.
shadows are highly risky at that range due to soul's very fast dashes.

what makes it hard for fukua at some point is if parasoul's got a marginable lead then you're stuck doing what you shouldn't be doing which is rushdown hardcore. if you're doing this then parasoul can zone and wait for you to go in the air and then swat you.
another thing to note to go for hard knd in the corner via fireball super or air throw. Soul's options are limited and the only thing she could possibly do is jump cause pillar or blocking loses to Armor throw not even bikes will save soul.

Moving past all that. as for ground game your tools for the job.

C HP

L Fireball

H fireball.

M fireball

M shadow.

L shadow

now M shadow is used when she's nearing mid range range.

L shadow is to mix up if she's dashing from mid range into close range

L fireball is strictly for close range and since soul will either get hit or block it you don't have to worry about fireball time out

H fireball is for when you think she's going to jump j lp

M fireball is for mid-range to close range. soul's will block it but it will stop her for a bit.

and CHP is used for when soul jumps in(you have to time it right) or when she's dashing. from there you can combo into H drill > fireball Super.

now opening parasoul up is the hard part because fukua's only overhead is kinda slow. what you can do is mix up with CMd grabs if you want the damage. if you want the positioning with damage you can use normal grab > L shadow > BFF.

once you hit confirmed you can do mixups for days on parasoul whether its resetting in the air or cross unders or anything.

TLDR; Parasoul has a hard time getting in on fukua and has to do hard reads to get to fukua. but once's she 's in she can open up or keep fukua in the corner for a good portion of your match

Fukua is fine with keepaway but she needs to to confirm into stuff like M shadow or j hk or any shadow for that matter. Tick grabs are very good but are generally amazing with meter. Unfortunately if you have to do rush down. your options for blockstrings and options for opening up soul is generally difficult and require error on the soul side. once you do get hitconfirms you can limit soul's options with your resets.

Your zoning will be more emphasis on training soul to play predictably and from there you can counter her options since in all cases in this matchup. Parasoul needs a good read while fukua just needs enough time to condition soul and then hard counter her with her tools and tactics.
 
Parasoul's M soldier, much like in almost every other matchup, doesn't really help the big issues in an obvious way. From fullscreen or midscreen distance, not only do the shadows continue to allow pressure directly right through the egret, but Fukua can still get to a height that throws fireball pressure still on Para while getting over the egret. There are only 2 uses I feel where the egret really helps: 1. When Parasoul has Fukua near the corner, so she can get in at a precise angle that Fukua doesn't hit super well with fireballs and has to commit to something else (this is still hard to do). 2. Using it pre-emptively from fullscreen to counter potential Fukua fireball supers (you can probably still jump and throw horizontal air super and catch a jumping para though). You're also missing all the other neutral tools that makes the MU terrible, which others have kind of said and I guess I'm here to talk about?

The main idea was if you were full screen, use it to give you time for a tear toss across the screen which i think helps since it gives her something she as to deal with. Fukua can get to a height where the fireball sails over the soldier. However if she is going to take the time to get to that height, you should be able to move forward and block/duck because it takes time for her to double jump and time for the fireball to travel. Same thing goes if she does a shadow. If you can't get mk soldier up because fukua is doing double jump fireball, you can just dash forward and block. If you ever do mk soldier and get hit by a shadow or fireball, I guess you did something because you should recover in time. Lastly, if fukua goes for a high fireball or shadow, you can always punish with a sniper shot. It doesn't get you much by itself but if you can dhc into to something it makes it better. I use squigly so sniper into sbo works because if sniper hits you can dash in with sbo; if it doesn't hit, you still have sbo on the screen. Not sure what other characters work well with this (drawing a blank, i really should go to bed). In short, in every other matchup mk soldier is useless but against fukua it's usable for when you are full or near full screen for either baiting fukua to counter it or giving yourself time for a tear toss.
 
@fenster, we are parasoul buddies, but I sort of have a fukua too. I gotta be fair. Though I'm debating dropping fukua for eliza, so my fukua help may be ending soon
 
I know it has only been 2 days, but I think Fukua wins against Eliza. Just air fireballs are pretty hard to deal with.
Squigly is even. Getting a charge against a zoning fukua is easy. If Fukua need goes in, she needs to end her blockstring in L drill because I'll just daisy pusher fireball or shadow enders. Squigly j.lk does fairly well against fukua j.hk.
Fortune i can't say. I wanna say this is even too
Peacock beats Fukua
Painwheel loses to Fukua. Fireballs can be armored through but at any time fukua can cancel into the super version. Pw just can't do much from afar and getting in is troublesome.
Filia I wanna say 6/4 Fukua. It's difficult to get in but not Peacock hard. Plus even when Filia does get in, unlike peacock, Fukua actually has pretty good reversal options to deal with her.
Cerebella loses to Fukua. You don't really have to engage and air fireballs have really no risk mid to full screen.
Valentine is even. It's not hard to get in on fukua
Parasoul is 6/4 fukua. It is definitely a bad matchup for parasoul but getting through the fireballs is the easy part. The hard part is dealing with j.hk.
Double I can't say either
Big band has a horrible match up
 
I know it has only been 2 days, but I think Fukua wins against Eliza. Just air fireballs are pretty hard to deal with.

Squigly
is even. Getting a charge against a zoning fukua is easy. If Fukua need goes in, she needs to end her blockstring in L drill because I'll just daisy pusher fireball or shadow enders or s h. Squigly j.lk does fairly well against fukua j.hk.

Dream
: not if one does s hk into L shadow to bait daisy you can also s hk into BFF to counter all that OR even s hk > H drill(startup) >BFF(must test this)
. otherwise i agree with this. the matchup is weird.

Fortune
i can't say. I wanna say this is even too.

Dream
: i think fortune head on makes it even, headless is terribad for the match up

Peacock
beats Fukua
Dream: This matchup has always been bad and now its worse without that hitstun

Painwheel loses to Fukua. Fireballs can be armored through but at any time fukua can cancel into the super version. Pw just can't do much from afar and getting in is troublesome.
Dream: i agree

Filia
I wanna say 6/4 Fukua. It's difficult to get in but not Peacock hard. Plus even when Filia does get in, unlike peacock, Fukua actually has pretty good reversal options to deal with her.
Dream: i wanna say 5-5 and at worst it is 6/4. if fukua messes up then filia wins. filia will be reduced to using L air ball and then dashing which fukua can chp or dash under and do more stuff

Cerebella
loses to Fukua. You don't really have to engage and air fireballs have really no risk mid to full screen.
Valentine is even. It's not hard to get in on fukua
Dream: i agree

Parasoul
is 6/4 fukua. It is definitely a bad matchup for parasoul but getting through the fireballs is the easy part. The hard part is dealing with j.hk.
Dream: i agree

Double
I can't say either Dream: Fukua takes this easy. double will be forced to flesh step and that can be baited with the conditioning fukua can use

Big band
has a horrible match up

Dream: when does shitband not have a horrid matchup?

AS FOR ELIZA.....

Before the hitboxes had pure stupidness but now with the hurtboxes it nerfed her offense.
Pot hole summon is too slow to capture.

Couch is just terrible.

C hk is cute until you know you can just grab her out of it. the matchup for eliza will decide upon whether she can be mid-close-range on fukua. otherwise once one fireball hits, you would need to scope out the deadzone that eliza's too tall to dodge.
 
Fukua deals with Double well in my experience. Double does not have a strong answer to air zoning so her car has limited uses. m shadow can be used to beat jumping hk/hp. Fukua has H drill when Double gets close to make guessing easier and has fireball super to make it safe. a.Hk is hard for her to get around. BFF is good for PBGC during catheads
 
Double's height and how j.HK is, dummmb. BFF to Double is a total douche most of the time. PBGC H drill and BFF is dumb. Flesh Step gets through everything to get into Fukua so that's a thing. Cilia Slide usually helps as well. But I'm bad player so I don't know if this information is corrrect.
 
Big Band: has the worst time against fukua due to jump back fireball avoiding everything BB wants to do.(at least until the jump cancel parries become available but maybe I'm just hopeful) His only answer is parry which is hard to do consistently (at least at my level, still working on it). Jump > parry > j.hk is an instant in if fukua isn't covering the ground. A fukua that rushes BB down is just setting up for disaster due to all his defensive options.

Double: Has a pretty hard time too. Getting through fireballs and shadows isn't hard to time but at anytime Fukua can just cancel to fireball super or BFF. Uh not much else to mention, Double has no real answer to fukua rushdown either.

Parasoul: imo is sorta even but a bit more in fukua's favor. I mean Fukua doing air fireballs sucks for Parasoul but it isn't hard to get. Mk soldier lets parasoul absorb a fireball get meter and dash forward ( assuming the fukua is going to dj H fireball just to get over the soldier). Once in parasoul can easily able to keep her grounded to go for a mix up or two. Rushdown Fukua wins because parasoul has to deal with fireballs. Para j.lp can preemptively stop any jump in attempt but its super easy to bait plus covering your approach with a fireball just stops just about any counter attack. She pushblocks you out, your easily able to go back to zoning.

Valentine: Pretty even. Fukua can zone but val can get in easily. rushdown is bit hard since it's hard to keep val grounded.

Cerebella: Oddly scary. You can't keep her out you'll just end up cornering yourself doing so. Throw fireballs sparingly, I don't recommend using shadows, Just kinda have to bide your time and find an opening. This is almost a bad match up for fukua.

Filia: Not really hard to keep her out. You really don't want her close, so just stick to zoning.

Painwheel: Oddly not bad for pw. I mean she can armor your shadows and fireballs but you can cancel to super fireball. She doesn't have to deal with j.lp or j.hk really, but you don't have to deal j.mp. Even maybe

Peacock: All I can say is try to fireball your way in. I think fukua can win this as she can easily avoid most of peacock projectiles and M air fireball goes at a very good angle.

Fortune: even i think. It can just go either way as long as fortune keeps her head on.

Squigly: Doesn't have a problem against zoning, j.lk can contest with fukua j.lp. Fukua doesn't really have to worry about seria center stage sbo unless she does a shadow. air fireballs don't get you hit and ground fireballs sometimes don't get absorbed by sbo. evenish i'd say

Eliza: does anyone even know this one? c.hk into specials is kinda cool but is that all she got? cus that's just pathetic.
 
BB: ++ / Can stop him from advancing, up close you have overheads (which is relevant here cus she usually doesn't have any)
Bella: += / Reflect - but Fukua dodges it naturally, so I still feel like she is able to dictate the pace of the match
Double: ? / Can't AA her, Fleshstep is annoying to face, her offence isn't any spectacular, her defence is shit. Probably + or +=, but no Doubles in EU
Eliza: ? / Too Early
Filia: - / Not keeping this one out
Fortune: += / Slower Filia, so zoning is doable. Headless has issues
Fukua: = / Both have similar options
Parasoul: + / Can zone her, up close permanently sitting in Pillar deadzone
Peacock: -- / Dart trades unfavourably with Doom, bad movement makes it hard to get in. Have to Guess-Kiss/BFF, meterless is death
PW: += / Easier to fireball-zone than Fortune, but can't AA her
Squigly: -= / Avoids your zoning naturally, has better offence than you do, has worse defence than you do
Valentine: -= / See Squigly

If you take ++ as 6.5, + as 6 and += as 5.5, I have an overall spread of +0.5..+1.5 (depending on Double)
 
This is how it goes for me versus an intermediate fukua out here... A fukua that knows fireball shadow fireball neutral and has bomber assist and knows double jump fireballs and ground fireballs and has combos.

This doesnt mean he's good per se, just thats all i really know of fukua having as far as zoning is concerned.

Painwheel can armor through m shadow. Or unfly through m shadow. If armoring through shadow, pw can take the fight directly to fukua, if unflying then pw can pushblock fukua into the corner. If fukua tries to zone out pw fullscreen, flight allows pw to manoeuvre around the fireballs pretty well, if fukua throws super air fireball to catch pw flying, unfly blocks it on reaction.

Its hard to call it when i dont have a fukua on my level to play against, but from what ive played it feels like the matchup is at best even if not advantage painwheel.

If i played a fukua that was more willing to aggress rather than run away i might change my tune... But idk. I use brass in the matchup as well, but not to catch fukua, i use it to punish fukuas assists.
 
So after actually playing for a while I think I might be of some use here so time to give this thread some life:
Fukua vs. X
Filia:
*Can use airballs to avoid alot of Fukua's zoning tools
*Cr.hk goes under m.love dart
*Depending on the range if Fukua is upbacking and chucking plasma Filia can h. hairball into fenerir to punish it
*Over all depending on the style of play I feel this is a equal match for both
Valentine:
*Air bypass into knives is really strong against zoning
*Mk. shadow kind of recks val
*J.hp fireball haults vals forward momentum in the air limiting her options
*EKG is not really amazing against Fukua due to BFF on reaction (depending on range)
*Cr.hp stops alot of vals jump ins
*Fukua wins this match (IMO)
Parasoul:
*Parasoul really can't do much against heavy pressure at mid range making it really hard for her to win
*Fukua can cr.hk under shots
*Fireball super blows through shot
*All in all really bad matchup for parasoul
Peacock:
*Fukua can not contest against her zoning
*BFF can be baited out with s.hp into m.bang
*Without meter Fukua has a really hard time getting in or starting anything
*Shadow startups get blown up by projectiles
*All in all unless Fukua has meter Peacock easily wins this if she is more then 2/3 screens away
Bella:
*This is an interesting match up Fukua can sweep most of Bella's options with lk shadow but reflect negates this
*Battle butt blows through Fukua's zoning and BFF
*Cr.mp kara MGR negates Fukua's midscreen pressure
*This is slightly in Bella's favor if Bella is 1/2 a screen from Fukua
BB:
*BB loses at 3/4 screen distance (lk. shadow blows through all of BB's armor options)
*This is a pretty even match at 1/2 screen BB can a train jumps and can giant step downbacking
*S.hk kara mk shadow negates BB jump ins
*Overall Fukua wins
Fukua:
*Depends on the opponents and your play style
*Zoning Fukua gets rekt by an aggressive midscreen fukua
*H. drill can be baited and swept with lk. shadow
*Cr.hk kara mk shadow beats upback hp fireball
Squigly:
*Fukua loses if Squigly is up close and has charge
*Center stage Opera beats all shadow startups, fireball, and drill
*Fukua can not cr.hk under silver cord making getting in on her difficult
*Fukua can use cr.hp, cr.mp, s.hp, mk. shadow, and hp. fireball to beat out j.hp
*Squigly can bait out BFF with stancels making it difficult to reversal her
*Squigly wins up close with charge but loses midscreen to full screen without charge
Double:
*Double has a really hard time with this one
*Fukua can cr.hk under luger
*Drill blows up flesh step
*Cilia slide is pretty good at negating Fukua's shadow startups but if Fukua has meter she can BFF cancel to punish
*Bomber gets beaten by armor grab
*Car gets rekt by drill into BFF (this increases the invincibility time)
*Double does not have an answer to upback fireball
*Double has no good reversal to negate Fukua's pressure
*Fukua wins this matchup
Missfortune:
*I have not had enough experience with this match up
Painwheel:
*PW can armor through most of Fukua's shenanigans
*Air armor moves blow through mk. shadow
*Fukua can j.mp PW to stop her air armor and can use cr.mk to negate ground armor
*At full screen PW can not do anything to Fukua
*Fukua wins this one
Eliza:
*Cr.hk blows through zoning
*I'm not good at this matchup so I can't really say anything about this one
Beowolf:
*Not enough experience yet with this one
Robofortune:
*Once again don't know

Now this is just my experience and analysis of these match ups and most of this is already known but I just wanted to share my thoughts considering the beta changes coming around the corner
 
"*Squigly wins up close with charge but loses midscreen to full screen without charge"

So she wins midscreen to fullscreen as well, since Fukua can't keep her from charging at those distances?
 
info.
Filia: 6:4 Fukua still dictates how filia approaches. c.hp is better than filias and serves for a conversion. most of the time it prays on fukua fucking up and rekting for the majority of the fight.

Val: 5:5 ATM. both sides have the capability to do stuff. Val will be chucking fireballs and so will you. only difference is that val will always be above so on and so forth but you got shadows to cover any approach val makes. don't whiff fireball since her mobility will make sure you get grabbed. its not a difficult matchup nor is it particularly piss easy.

Para: 6:4 still in fukua favor she dictates the approach. the only thing that gets annoying is playing the turtle game throughout the whole match. Parasoul is forced to super jump and which she is proned to super jump air grab. if para is smart she can get through fukua's bullshit and the snipe upgrade stops fukua from mindlessly throwing fireballs.

Peacock: 5:5 or 4:6
if you have meter you can make it happen the weakness in peacock is the same for fukua except grabbing her is very easy and you can bait her stuff alot. the lenny nerf also makes fukua's mixups a bit stronger. once you have bar spend it wisely. shadows are ok if they're well placed but most times you won't get the chance this is by far fukua's WORST matchup because she has to find a way to open up a zoner and she has to make a commitment without any good tools save for lvl 3 and bff

bella: 5:5, or 4:6

bella can control what you reflect for the most part and you have to be mindful of that. luckily s.mk, c.hp, fireball super makes her start from scratch be sure to use those tools and turtle as best as you can.

this is only a snippet of my thoughts will post later on.
 
ATTENTION. I'm on the last of the compendium covering matchups in 1v1.

I've been looking at this thread for any inputs that i may have miss. if you guys come up with anything tell me or post here.

I would like things that fukua can do against X character in neutral. list of tools each character has and what can fukua do or can't do against the tool and also do's and don'ts. i'm beginning to wrap up the compendium starting this week!
 
Yay! So I main Fukua and my friend mains Beowulf and I was wondering what I can do as Fukua to counter Beo.
Typically you want to get to the air before him and press j.lp j.hk

I advise resetting him in the air by using m clone in your combo and performing a left/right.

Space him out with fireballs and shadows but use them wisely in fear of his level 1 super.

Any particular questions regarding the matchup?? What gives you trouble?
 
Typically you want to get to the air before him and press j.lp j.hk

I advise resetting him in the air by using m clone in your combo and performing a left/right.

Space him out with fireballs and shadows but use them wisely in fear of his level 1 super.

Any particular questions regarding the matchup?? What gives you trouble?
This all is really helpful and I will try it next time we fight. And I guess there isn't any specific trouble other than the fact that I don't play fighting games as often as he does so he's just naturally better. I've been practicing though recently so hopefully I'll get up there and be able to beat him. Thanks again for your help and if anything specific does come up I'll let you know,. :D
 
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