• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Fukua General Discussion

Don't really like it. I liked the idea of having exactly 14 characters when all the DLC was done so every row on the character select screen would have exactly 3 characters (or 2 characters and random select).
Pretty sure she will reappear once she's actually "done"
 
  • Like
Reactions: Wenzel
Don't really like it. I liked the idea of having exactly 14 characters when all the DLC was done so every row on the character select screen would have exactly 3 characters (or 2 characters and random select).
I think her select screen art was removed temporarily to make it more different.
 
  • Like
Reactions: Redblaze27
i'm not crazy about the visual effect for the armor grab.
 
i'm not crazy about the visual effect for the armor grab.
Neither am I... Honestly, I'm okay with just the audio cue.
 
Awh. The ambiguity of the patch notes really got me excited that there might be a "not finished but you can play wither her" Eliza.
Regardless, very excited that Mike found a (since it was done in a day, i assume) easy aura for her, to fix any complaints about differing from Filia. Although I had no problem with the command grab before, it does look nice ( i have not heard the audio cue yet due to class though) and again, less problems people have with her the better.
EDIT: also what exactly does the line about anti-jump 360 mean?
 
If you input a 360 motion, the game thinks you are trying to do a grab and won't jump during the motion. This would effect tiger knee motions and wouldn't let Fukua leave the ground.
 
New particle effect looks great. I can take or leave the command grab cues, but it's probably a good idea in general.

also what exactly does the line about anti-jump 360 mean?
Due to the 360 detection that makes it so she can do a standing 360 motion without jumping in the middle for her lvl 5, she originally wasn't able to do a SF2 tiger knee input to do an air fireball immediately when she jumps (allowing her to throw it low to ground as she jumps upward) because the 360 detection would kck in and prevent the jump.

So now she's only unable to do that when she has 5 meters, so watch your resources, people!
 
Ah. thank you both. Useful mechanic, but i could see it being a problem pre-fix.
 
I'm new to fighting games, so I'm curious:
What's the advantage of using a TK'd fireball?
TKing gives you air specials as low as possible from the ground
In Fukua's case, you eg get a really low H.AirFireball, which covers opponents approaches better than grounded M.Fireball does
 
I still dunno what all of this was about, I never had problems doing TK Fireballs with her
But owells I don't care either way
Wasn't really an issue if you just input 2369, but if you went a little further and did 23698, then it would act up.
 
That Akuma palette tho.
 
I never understood why it's referred to as a TK fireball, when IA Fireball (Instant Air ) seems more fitting and less confusing, since you aren't doing the Tiger Knee motion...unless I'm missing something very obvious, which has happened before :)
 
I never understood why it's referred to as a TK fireball, when IA Fireball (Instant Air ) seems more fitting and less confusing, since you aren't doing the Tiger Knee motion...
The Tiger Knee motion in SF2 was 2369K, that's where the term originated. Then it just stuck. Instant Air would probably be a better term yeah, but.. yeah.
 
  • Like
Reactions: dMags
I never understood why it's referred to as a TK fireball, when IA Fireball (Instant Air ) seems more fitting and less confusing, since you aren't doing the Tiger Knee motion...unless I'm missing something very obvious, which has happened before :)
The Tiger Knee motion used to be 2369, so 2369 motions are called Tiger Knee motions, even though that move hasn't used that motion for years.
 
  • Like
Reactions: dMags
The Tiger Knee motion in SF2 was 2369K, that's where the term originated. Then it just stuck. Instant Air would probably be a better term yeah, but.. yeah.

The Tiger Knee motion used to be 2369, so 2369 motions are called Tiger Knee motions, even though that move hasn't used that motion for years.

Thanks, I figured it was a legacy term.

tumblr_lptp0wk3TW1qc9ljx.gif
 
I like the new effect/sound for the armored command grab. Thanks Mike!
 
I like the new effect/sound for the armored command grab. Thanks Mike!
>Likes armor grab change

Icky confirmed for scrub-tier #Kappa
 
  • Like
Reactions: mcpeanuts
I'd need to see the effect on (P2:)IS before giving an opinion on it.
 
Well, this didn't take long.

Lol she´s one of my cosplayers friends, we live in the same city, her boyfriend and a couple of friends play Skullgirls and we organize tournaments in local events, she actually cosplayed a great Filia.
 
Last edited:
  • Like
Reactions: RetroStation
shots fired also i hope they keep her its like a new filla with a few new moves
 
So how is the armoured grab supposed to be used now? I'm thinking it's basically just a huge callout, but HK drill seems to do that easier in most situations?
 
So how is the armoured grab supposed to be used now? I'm thinking it's basically just a huge callout, but HK drill seems to do that easier in most situations?
End a combo with heavy and cancel into it. The frame advantage of the heavy makes up for a good chunk of startup. That or bait a super with it.
 
  • Like
Reactions: mcpeanuts
End a combo with heavy and cancel into it. The frame advantage of the heavy makes up for a good chunk of startup. That or bait a super with it.
Oh wow, I thought supers would beat it out, guess not.

I think the heavy into 214LP + LK reset is a bit dubious though, they could easily react and hold up I would think.
 
Oh wow, I thought supers would beat it out, guess not.

I think the heavy into 214LP + LK reset is a bit dubious though, they could easily react and hold up I would think.
It seemed to work fine before the change though.
 
It seemed to work fine before the change though.
Well moreso than now. I guess it is a call out for mash super though as you said. So you can use the normal grab in usual resets and the armoured one when you expect mash.
 
Er i heard it had 40 hits of armor... Was that a lie? Cause if it wasnt... Then yes, it npbeats non command grab supers. And its still great as a crouch pushblock bait.

So throw it in at points where people would want to pb cr.mk as timing... They will be scooped up by the command grab for free.
 
Er i heard it had 40 hits of armor... Was that a lie? Cause if it wasnt... Then yes, it npbeats non command grab supers. And its still great as a crouch pushblock bait.

So throw it in at points where people would want to pb cr.mk as timing... They will be scooped up by the command grab for free.
I thought supers broke armour automatically haha.
 
I thought supers broke armour automatically haha.
I thought it was super armor. may be mistaken, but i thought so.
 
I thought it was super armor. may be mistaken, but i thought so.
In the original trailer, you see armor grab beating SSJ.
 
  • Like
Reactions: Tomo009
In the original trailer, you see armor grab beating SSJ.
I am confirmed to be stupid, it very quickly went from being a very dubious but kinda usable call out to a great way to stop super mashing in my head.
 
i'm not crazy about the visual effect for the armor grab.
Maybe they should trade out the current effect for the Painwheel electricity effect?

Painwheel already uses it for her armor moves, so people already know what it means.
 
I am confirmed to be stupid, it very quickly went from being a very dubious but kinda usable call out to a great way to stop super mashing in my head.
Won't stop Fenrir, Republican Car or 5th of Dismember, though.
 
I thought supers broke armour automatically haha.
Naw they dont. Bellas DD doesnt beat the first air armor hit of painwheels charged j.hp and it also doesnt beat painwheels ground armor.