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Fukua tech thread

Lately I've been treating her like she's a Street Fighter character, so I've been toying with a lot of ground stuff.

If you Sweep xx LP Fireball, you have two options for follow-up:
  • Did they tech away from you? LP Fireball will still be there, forcing a block. If the Fireball somehow connects, you can BFFs! into combo.
  • Did they tech toward/behind you? Meaty command grab. If you armor grab, and they hit you during the armor portion, you can cancel startup into BFFs!... into a combo.
 
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Oh, you can do the cMP cHK whiff Drill (normally Updo) stuff. And I cross under jump ins with cHK and auto correct into HDrill xx BFF. SOMETIMES you can make the side Drill will hit on ambiguous and the hit invincibility is a nice bonus on that.

I haven't tested this since cMP changes.
 
It's REALLY FUCKING HARD, but you can link 2369HP into itself. It doesn't work at full screen but you should be able to use it as a meterless longish range punish. And I guess it can also function as a really easy to read burst bait that requires really difficult positioning? Probably not my best idea.
 
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If you do crossover j.HK xx 236LP, you can follow up with a 50/50 even if they pushblock the first hit.

basically you double jump j.HK, this will hit crouchers.

Then just either j.HP or land into 2LK.

The key to avoiding this is to pushblock the fireball I think (except maybe in the corner) or to VERY late pushblock the second j.HK.
 
basically you double jump j.HK, this will hit crouchers.


This means so much more than the rest of it. Does this mean it makes contact? Or does it mean that the hit property changes to high? The way you worded this makes it kinda ambiguous as far as meaning.


Is this possible without the the fireball making contact or is it only possible pre fireball, say when the opponent is crouching at neutral?
 
This means so much more than the rest of it. Does this mean it makes contact? Or does it mean that the hit property changes to high? The way you worded this makes it kinda ambiguous as far as meaning.


Is this possible without the the fireball making contact or is it only possible pre fireball, say when the opponent is crouching at neutral?
Sorry, I should say it CONNECTS on crouchers, it doesn't become an overhead, but you do get a 50/50 unless it is possible to pushblock them at the last second (for the low, the overhead will still land in this case)

Keep in mind this is a multi layered reset.

The first j.HK is crossover, which can be done as a fake crossup, the fireball is then a SECOND crossup on most characters that can be faked straight into j.HP. The double jump j.HK isn't really a mixup, but it guarantees a 3rd 50/50 sort of situation.

All up I think its a pretty repeatable reset, unless someone comes up with a way to beat it consistently I think it is solid and difficult to mash out of.



It is a reset, so no it has nothing to do with neutral but you could do the setup if you managed to get a j.HK blocked at neutral.
 
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Decided to record half an hour of training mode grinding. Not a lot of this is really new, but maybe people will get ideas from it. Thanks to TheGamaniac for showing me the kara HK burst bait still works.

EDIT: Also if it wasn't obvious, the very first bit is a kara MK xx Grab
 
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sonicfox did this dumb LnL/BFF thing to me, probably not exactly like this, but same effect.

I laughed too hard to be mad.
 
Correct me if im wrong, but I'm pretty sure you can jump out of the way of a DHC into showstopper.
 
Correct me if im wrong, but I'm pretty sure you can jump out of the way of a DHC into showstopper.

You're not wrong except in the case of Lenny > 360 in beta, which I think someone tried to tell me you indeed cannot jump *ON REACTION TO AN UNSAFE MOVE* of course.

But that's why I said "This is really dumb. Don't do it." and labeled the video as I did. This is entirely for kicks. It was an idea I got from the dumb thing I posted first, haha. I was like wait, I have a DHC, and she's not moving..

Not that it wouldn't work on someone in the heat of battle. Believe me, just because they can jump it doesn't mean I won't try to pull something stupid. But I'm NOT using fLP assist. And I'm a crazy guy. I'll find a more 'practical' way to do this terribly impractical reset.
 
Well yeah, if they press a button, something like Lenny xx Showstopper can't be avoided, but if they didn't press anything, they can jump on reaction to the Showstopper superflash.
 
For the last time, and off topic, Lenny adds 8f hitstop. That is enough to make a DHC to Showstopper unjumpable IF you DHC on the first allowed frame. Very few supers still add enough hitstop to allow this. (MvC2 had similar things.)
 
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Maybe! I'm bad at that one. And the slide hits low and maybe you can HDrill into BFF, so it becomes low/throw depending on if you cancel into QCF Throw or not. I guess!

I recorded it right before the range extension on QCF Throw that just happened (That's what happened right?) so you might not need any kara but HEY the mix up of the slide makes it less telegraphed which one you intend to do. (Right?)
 

Mike said to mess with the cMP cHP stuff so I messed and here we are. Meant to do command grab.
 
You can cMP cHK into either command grab, drill, or any super.
 
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cr.mp cross-unders you can do in the corner
 
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I was messing around with that last night. Doesn't really work well on heavier and tall characters. You pretty much have to use c.HK for them.
 
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The one you did is probably a little different than mine, I just tried mine and it worked on everyone but BB and Double
 
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Yours gets a higher bounce from the sLP juggle I wager.
 
That probably is the case.

Also, otg c.LK, c.MK(1), c.HK xx Drill/Grab works similar to Filia's crossunder reset.
 
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Ah so cMK can bounce you a bit in some way? My friend has a combo that goes into that during one of the last strings and the combo will drop and he will go low again to catch me holding up back. I dunno if it's on purpose but it looks like an interesting tool. I assume it's related to what you're talking about there @RemiKz
 
Yeah the otg picks them off the ground slightly, and the first hit of c.MK pulls them in a bit just giving you enough space to slide under them with c.HK.

Just try doing

c.MP, c.HP,
(otg)c.LK, c.MK(1), c.HK

I think there might have been a few characters it didn't work on but it worked on most.
 
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So I made a combo, it sucks but I tried.

EDIT: If anyone has any ways that I can improve this then please tell me. I wanna make this better in the future. :(
 
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You probably want to go to the combo thread for that. For starters though, avoid using multihit moves like c.MK before reaching 14 hits. Using them before that will scale your damage heavily, but after that, you already reach maximum damage scaling and you want to use as many multihits as possible.
 
I see. I'll go hit the training room later.
 
You probably want to go to the combo thread for that. For starters though, avoid using multihit moves like c.MK before reaching 14 hits. Using them before that will scale your damage heavily, but after that, you already reach maximum damage scaling and you want to use as many multihits as possible.

As a side note, in rare cases (Parasoul? Correct me if I'm wrong but cLK cMK fHP is good anywhere in her combos right?) the single hit moves may still be preferable at the end but indeed attempt to save multi hit moves until the end unless they help you with execution at lower levels of skill by giving you more lenient timing, hitstop, or spacing perhaps. Optimize when you're ready.

However I think Fukua will probably be better off sticking to doing the multi hits always at the end of combos.

That's only in terms of damage though, in terms of resets, do whatever you like. cMK after otg as stated has good options and jMP does too. Whether you need to reset early in a combo or later is situational.
 
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I have a couple of things to share here that I've discovered today.

First of all, c.MK as an OTG will hit twice and always put the opponent in command throw range. No, seriously, try it out. On certain people, c.LK as an OTG followed by c.MK (timing varies so only the first hit of c.MK conects) will bounce them over the other two hits and put them next to you for any command throw.

Second, all hits of c.MK have enough hitstun to combo into s.HK now. Woo.

Finally, I've heard complaints about certain links being too difficult, like s.HP j.MK j.HK s.MP for example. I found a few solutions to it, which will give you about 5f more advantage and make that link easy peasy.

Solution #1: Delay the first hit until you're at the peak of the jump. Will mostly work best for hitting all j.MP hits into it or in air chains with more than two normals. Does not help linking from jHP jHK.

Solution #2: Double jump before the first hit. Also works with any air combos, so long as you time the double jump so j.HK still hits the opponent in the end. Will not help the instant j.HK link much really.

EXAMPLE TIME.


 
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So I found a thing. Not sure if anyone else has posted this but yeah

c.lk > s.mk > s.hp > j.hk > 236lp > s.mk > command grab

Short string but you get the point. the s.mk will crossunder the opponent and command grab cancels the recovery of s.mk so there you go. You could also do drill BFF
If you have a lockdown assist like cremation from squigly then you can do crossunder low which is nice.
Also if you time it perfectly you can double jump right after the fireball and do a crossover high (back to the same side you started at).

Sorry for no video. Cant really provide one.
Edit(x2)
Fireball now has a hitbox directly behind her so it doesnt whiff on val/fukua/filia. This also makes it consistant on bella.

Filia/Fukua - do c.hk > drill/command grab

Val/Painwheel/Peacock/Bella - c.mp > c.hk > drill/command grab
(You can do c.mk > c.hk crossunder on peacock thats goofy looking)

Why it doesnt work on the rest of the cast
-Their air hitbox is so large you cant squeeze underneath them after j.hk
 
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This is pretty gimmicky but I've been triggering burst with 2LK xx 214LP+LK. The command throw eats the burst but the throw itself doesn't land. It seems pretty neutral so calling an assist just before you do it seems like a good idea.

Really only works if you know your opponent likes to burst immediately but it keeps you in there for more j.HK pressure, I find.
 
Those new "clone" moves can actually be combo'd into. I stole tech from megaman DS. c.mp > c.hp > shadow move (qcb+mk) for a potential cross under or start an air chain. Then probably finish with heavy version of it.

All I can say is the swag potential is through the roof. Very double-esque combos going on except with shadows lol
 
Those new "clone" moves can actually be combo'd into. I stole tech from megaman DS. c.mp > c.hp > shadow move (qcb+mk) for a potential cross under or start an air chain. Then probably finish with heavy version of it.

All I can say is the swag potential is through the roof. Very double-esque combos going on except with shadows lol

I can confirm, we did a short training session. Swagamillions.
 
- 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 :)
 
- 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 :)
s.MP into L Shadow combos as well.
 
Alright so air fireball has a hitbox behind fukua now. sooooooo here we go

c.lk > s.mk > j.hk > 236lp > double jump > j.mk

So after the j.hk you go underneath them then fireball hits them from behind. you can jump after the recovery on the fireball so you jump over them and j.mk auto corrects and hits high.

This is a character specific reset again on Bella and Squigly Filia/Fukua.

Bella - a pain because when you do j.hk you scrunch up your hitbox with 236lp and thats how you get under her so if you do it too early you dont go under her. too late and you hit the floor before you recover.
Squigly - easier but still pretty hard. same reason.
Filia/Fukua - This has got to be frame perfect or something.

Peacock/Painwheel/Val - You are way to close to the ground after the fireball.

Everyone else - You cant get under them.
 
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