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Fukua General Discussion

What is a reversal? Is it a move that can change the tide of battle in the user's favor?
 
What is a reversal? Is it a move that can change the tide of battle in the user's favor?
Yah, reverses as in you were defensive but now you can switch to the offensive or at the very least back to neutral
 
So here's a video of fukua's j.hk behaving weirdly after a throw break.

Maybe this is how some people were getting divekicks on whiff?

@Mike_Z
 
Super jump>double jump> air fireball. Allows fukua to protect her descent with j.hk
 
@Mike_Z
In the last patch you changed fukua's fireball to have less hitstun, but now her air fire ball jump cancel combos don't work, is this going to stay?
 
Wow RIP my combos then if thats the case
 
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The extra damage dosnt mean anything if she can't get in because of the lessened stun
 
fukua is now watered down. everything was super cool until that hitstun/blockstun thing has occurred. while its in beta its still very possible for retail change.

btw to the people that said you can convert off of LP fireball you do this.

s mk > c hp > m shadow > j hk > your combo


this is not good overall IMO and someone find a use for air drill
 
having the ability to confirm off fireball anywhere on screen was kinda crazy though. You guys got the ability to combo off of airthrows easier and drill -> sliding knockdown fireball super works.
Would having fireballs bounce be a fair trade for its hitstun/blockstun changes? Cuz those were removed too but since I don't play fukua idk how that affects her current game
 
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having the ability to confirm off fireball anywhere on screen was kinda crazy though. You guys got the ability to combo off of airthrows easier and drill -> sliding knockdown fireball super works.
Would having fireballs bounce be a fair trade for its hitstun/blockstun changes? Cuz those were removed too but since I don't play fukua idk how that affects her current game
IMO
don't let air fireballs bounce, bring back the hitstun/blockstun and take out the techable throw. cause the conversion i got(prolly the only way it can be done) is space dependent for Mshadow to hit.

and for the love of lord. the air drill doesn't do it for me. i don't know about the changes but the hitstun/blockstun is the biggest nerf i found in the patch.

@Mike_Z
yeah this is whining and i'm terribly sorry.
TL;DR
1.
can we plz have hitstun back(of course reverting the damage and chip)?
i don't care about non bouncing balls they don't do much

2. i'm curious on the air drill super idea.

3. not likely but can we have the non tech air throw back? if not don't care but i would like the first thing to be back.
 
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Man this nerf was HUGE, I don't like it at all.

I don't care about fireball double jump combos, I care about the ability to convert at all.

I'm not sure a nerf this big was justified and why Fukua is being targeted over other characters who are seemingly as good or better than her, especially when she is the one that people aren't used to yet.

I don't like the command throw nerf either, but that is just me complaining, the 4 frame was probably a bit nuts.

Those fireballs though... I want them back so badly. The bounce on air fireballs I'm meh on, it is just the hitstun specifically for me.

I feel like the little compensations were mostly fluff compared to the massive hit Fukua is taking.
 
Man this nerf was HUGE, I don't like it at all.

I don't care about fireball double jump combos, I care about the ability to convert at all.

I'm not sure a nerf this big was justified and why Fukua is being targeted over other characters who are seemingly as good or better than her, especially when she is the one that people aren't used to yet.

I don't like the command throw nerf either, but that is just me complaining, the 4 frame was probably a bit nuts.

Those fireballs though... I want them back so badly. The bounce on air fireballs I'm meh on, it is just the hitstun specifically for me.

I feel like the little compensations were mostly fluff compared to the massive hit Fukua is taking.
anybody that actually MAINED fukua misses that hitstun.

the cmd grab i posted my initial thoughts on the matter in the beta discussion.

but the fireball hitstun sucks ass. did you by chance find a use for air drill?

i do not care what the buffs cause that's not really a buff. i liked the double jump stuff cause it allowed mixups in 3 situations in the whole chain. meanwhile beta eliza can do 9.3K EASILY with one bar and no assist.
 
Command grab I really dislike you couldnt convert off of it except in corner or with meter and now other players have slightly longer time to upback, but compared to the stun it is nothing
 
I was and still am fine with not being able to convert off it without meter.

This change might make it better usually to go for normal throw though... because it will actually be faster now.

But my confirms... they are gone... they are all gone.
 
Reading about the fireball damage increase almost made me want to pick up Fukua for a semi neutral game zoning character, but reading the complaints she's probably going to get changed back.

So much for keeping the 700 damage fireballs and chip :(
good luck actually trying to be a keepaway/zoning fukua. its easy to get in on her.
plus the hitstun/block stun. so theortically if you tried any shit. you can get CH easy and quick and even grabbed.
 
Reading about the fireball damage increase almost made me want to pick up Fukua for a semi neutral game zoning character, but from reading the complaints she's probably going to get changed back.

So much for keeping the 700 damage fireballs and chip :(
Fukua isn't a keep away character. She just doesn't have that ability.

She zones, so she essentially limits the opponents options to make their approach more predictable. The damage on her fireballs is actually pretty inconsequential compared to say, Peacock, who likes to lock you down and force you to escape her cages of chip damage.
 
She definitely stands out from Fillia and she stands out in the game in general as the most zoning focused character.

It is just.. her greatest position has been nerfed pretty heavily because you wont be able to confirm with j.HK xx 236LP anymore except in very specific circumstances. You basically have to hope they run face first into j.HK, a shadow or mess up the easy pushblock on your j.HK > j.HP in order to get a chance to really open someone up for being predictable.

She is kinda like Morrigan... in VSav. Not so much Morrigan in MvC3.

She has no sou-sou-sou-sou capabilites haha.

And I should add a caveat to my recent post.

She doesn't have the ability to keep away.*

*except against poor Parasoul, poor poor Parasoul.
 
She does force the opponent to approach, she did before and she still will now. It's just that now you won't be rewarded for predicting their approach vector as much as you were before.

I am going to fear playing Fukua vs Val now, really fear it. I think Fukua is going to become very assist dependent.
 
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I wouldn't go that far, it might make me consider Fortune/Squig/Eliza for my new team instead of Fukua/Fortune/Eliza though.
 
I wouldn't go that far, it might make me consider Fortune/Squig/Eliza for my new team instead of Fukua/Fortune/Eliza though.
so you dropped her essientially yes? she's no longer a point of concentration yes?

that means dropped to me.

which since you brought up eliza (beta) No comment on eliza.
 
so can Mike Z tell us what promted these changes in the first place?
 
Nah I'll still play her.

My Fukua/Squig/BigBand team isn't going to die completely. I like having at least 1 backup team that I keep solid and I jump around the cast often playing casual games, I'll only drop Fukua completely if this stops me from playing Fukua the way I want to play her.
 
Nah I'll still play her.

My Fukua/Squig/BigBand team isn't going to die completely. I like having at least 1 backup team that I keep solid and I jump around the cast often playing casual games, I'll only drop Fukua completely if this stops me from playing Fukua the way I want to play her.
how does it not stop you?

you essentially get spanked for making a hit off of j hk into air ball.

the opponent doesn't have to respect that you got the hit at all nor do they obv have to respect you if they blocked it.
 
I mean go ahead but from what I hears she would be nothing but dead weight
 
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Ok now I think you guys are overreacting a bit haha.

She will still be annoying for some characters (actually Parasoul probably hates her EVEN MORE) and she still has low/throw. It is just going to be difficult to get a chance at an opponent unless you rely pretty heavily on assist.

I think j.HK + call assist xx 236LP is going to be the go.

j.HK xx 236LP > falling j.LK/j.MK is probably not a bad idea either.

It was already difficult to set up mixups properly with Fukua so that is going to be even harder now, but I don't by any means think Fukua will be BAD now, she will just be riskier in a lot of situations.
 
Ok now I think you guys are overreacting a bit haha.

She will still be annoying for some characters (actually Parasoul probably hates her EVEN MORE) and she still has low/throw. It is just going to be difficult to get a chance at an opponent unless you rely pretty heavily on assist.

I think j.HK + call assist xx 236LP is going to be the go.

j.HK xx 236LP > falling j.LK/j.MK is probably not a bad idea either.

It was already difficult to set up mixups properly with Fukua so that is going to be even harder now, but I don't by any means think Fukua will be BAD now, she will just be riskier in a lot of situations.
i disagree whole heartily

i got diamond dropped in a 1v1 for doing j hk to fireball as a test. if it hit i got DD by bella when i could confirm. hell no.

when i got blocked. it essentially became a mix up given free to the opponent(grab or low).
relying on assist with the chance of getting happy bday? hell no.

overall just using her is ALOT more risky then PW. i expect a good portion(maybe me) to drop this character
 
We can hope that Robo Fortune will be a true zoning character, because Beowulf sure isn't going to be.

To be real though, I think Fukua will drop a few tiers, but I wouldn't pick PW over her. j.HK is still gonna be a fantastic confirm on its own, just have to temper one's self and play like a worse version of Val instead of the Fukua we loved to play.

Valentine and Squigly will be nightmare matchups for this version of Fukua, I bet Cerebella and Fortune will give her serious problems too, hell maybe even Big Band... ok nah not Big Band.
 
We can hope that Robo Fortune will be a true zoning character, because Beowulf sure isn't going to be.

To be real though, I think Fukua will drop a few tiers, but I wouldn't pick PW over her. j.HK is still gonna be a fantastic confirm on its own, just have to temper one's self and play like a worse version of Val instead of the Fukua we loved to play.

Valentine and Squigly will be nightmare matchups for this version of Fukua, I bet Cerebella and Fortune will give her serious problems too, hell maybe even Big Band... ok nah not Big Band.
She was mid mid tier before she is definitely going to be bottom tier now if this stays in
 
We can hope that Robo Fortune will be a true zoning character, because Beowulf sure isn't going to be.

To be real though, I think Fukua will drop a few tiers, but I wouldn't pick PW over her. j.HK is still gonna be a fantastic confirm on its own, just have to temper one's self and play like a worse version of Val instead of the Fukua we loved to play.

Valentine and Squigly will be nightmare matchups for this version of Fukua, I bet Cerebella and Fortune will give her serious problems too, hell maybe even Big Band... ok nah not Big Band.
fortune with headon is already a problem.

TL;DR you have to commit to j hk. and even still its a gamble. this is def worse than PW.
 
Well... Idk, once i found a good assist for pw i decided to drop fukua. But having said that, looking at fukuas nerfs/buffs... The only ones that really seem to matter nerf wise is the fireball hitstun.

Her shadows were completely left alone and those things are fucking stupid (m shadow) and her fireballs got a net buff in damage... Basically getting double damage. While her non bouncy air fireballs could be taken as a nerf... Its also a slight buff... Fukua cant have 2 regular fireballs on screen at once and the lp air fireball made it so that she couldnt land and immediately throw a ground (or air) fireball before.. But now she can... So the lp fireball is overall less commitment before but a little less powerful as well.... A net nerf definitely but has benefits as well that arent exactly... Small. Her command grab being slowed down is pretty much a non issue. If you throw at times people are rooted to the ground, it will hit if however they were thinking "jump" they will jump. Just makes her more honest with her command grabs imho... They are still incredibly deadly and cant be teched and still cant be jumped on reaction... So no real difference.


Basically her upclose game has been nerfed, and her keepaway game has been buffed. The j.hk nerf is a bit disappointing but of all the nerfs she got, its the most distressing to me. Her airthrow buff is nice though. Now she can dhc to full combo off of airthrow.

Oh and also, if she calls an assist while throwing her lp fireball... She still gets advantage and combo on hit... You just need to be more accurate now. None of these things seem bad to me at all and the opponent hast to respect your fireball even more... Running into 2 of those things is 1400 damage... 3 is like being hit by an hk bomber... That shit is going to hurt and will help her control the field better and better space her stuff...

So basically if you used her as a zoner.. These changes are a net win. If you used her as a fireball crossup machine then these changes are a loss.