Normal
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S LP
Startup: 6F
S. Lp is mainly a combo filler; it’s also short. While it may be a mid attack, it’s 6 frames. So if you find something a bit hard to punish, this will be the normal to punish.
*Special note: Its low hitstun and 0f advantage allows for resets regarding tick throws. Its also a very short normal like Filia’s.
S MP
Startup: 10F
S. Mp is 10 and on block is -4. Its reach is decent. This is also mostly used in combos fillers only.
*Special note: The hitstun allows comboing into L shadow. It can allow a throw reset though its not recommended. It can allow for shadow resets as well. Fukua’s S mp is 3 frames faster than Filia’s(13f).
S HP
Startup: 12F
This normal is your normal launcher. Unlike Filia, Fukua’s launcher on block is -11 while Filia’s is -4. This normal will be your important move for transitioning to combos. Due to its large hitbox it can be used to stuff jump ins and IAD attacks. be careful since if its chicken blocked or blocked you can be punished if you do not cancel it to L drill (or tender embrace)
S LK
Startup: 7F
S. Lk is a normal that looks like Filia’s but here’s the interesting part. It can be chained twice into either another S. Lk or C. Lk.
S MK
Startup: 10F
S. Mk is the most important move for Fukua. It is her literal confirm off of a hit from any light normal as it moves her forward (unlike Filia’s) allowing combo conversion from nearly any situation. Also note that by moving her forward it can also save OTG for corner combo. (be careful with this move however because it does not always hit grounded opponents)
S HK
Startup: 19F
The properties of this move is that during the whole frames. It dodges any low attacks. Another thing is that it moves you one character space before lunging forward with the donkey kick. This move should be used in neutral when zoning by using s.hk and cancelling into other special attacks, for instance L shadow, or M shadow or H shadow
C LK
Startup: 7F
A 7f low that can be chained twice like Fukua’s S.lk. Pretty much is your poke for finding a hit. Its frame advantage also allows tick throws. It can also be chained into itself two times
C MK
Startup: 10F
A 10f Multi hit low that unlike Filia’s it’s now 3 hits. This move vacuums the opponent in which allows for some combo routes. (cr.mk also breaks armor)
C HK
Startup:12F
Like Filia’s its your 12f typical sweep. It can low profile under certain jumps ins and projectiles (e.g. M love dart, 2nd stage argus, napalm shot L and H, Firing squad, PW’s projectile?, Robos h and m beams, diamond deflector, L luger, vial toss, H bang). This move also breaks armor so very powerful against big band and lock and load assist
C LP
Startup: 6F
Pretty much the same as Filia’s C. Lp. It allows for tick throws and is mostly a tool for combo filler. It is 6f so if you ever wanted to press a button. Press this one first!
C MP
Startup: 9F
C. Mp is another important normal of Fukua’s. Unlike Filia’s, its 9 frames and not only that. Instead of launching them away, it launches to Fukua. This allows reset opportunities along with combos. It also can low profile as well as anti-air IAD attacks.
Special note: on block its -2
C HP
Startup: 12F
This normal is important in terms of combos and the fact that it low profiles and has the hitbox over a wide arc like in this picture.
*Special note: at close range Fukua can combo c.hp into L shadow and it anti-air’s Iad attacks.
J LK
Startup: 7F
Ok I’ll be the first to say this. Without the airdash Fukua’s air normal SEEM like they do not carry any particular weight to them.
Anyways J. Lk is the only move to hit upward so if by chance the opponent is higher than you then use it. It is 7frames.
J LP
Startup: 7F
A excellent move for your A2A endeavors. While the active frames aren’t spectacular its 7 frames like J Lk and its hitbox is pretty decent enough to challenge anyone in the air with this move.
J MP
Startup 11F
A 11F move that’s a multi-hit like Filia’s. Mainly used for combos and what not. Barely used in neutral though it can be used in resets.
J MK
Startup: 10F
A 10F move that allows reset potential. Mostly used while coming down after a fireball when you superjump. Can be used to cross up the opponent.
J HP
Startup: 10F
A 10F move that in neutral’s use is designed mainly to push the opponent back whenever you want to zone again. Mostly used in combos only.
J HK
Startup: 9F
People have been complaining about this move for an eternity. Its 9f move that allows conversion EVERYTIME. Your air to air conversion IS this move. The move is so good you will see every Fukua from early retail to current retail still place all their decisions in an air to air situation to landing this move. Blocked or chicken blocked the move is safe. The only thing that makes this move not broken is the fact that its made a mid-move. Which is one of the few jumping heavy normals that was made an mid move.