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Just a placeholder for when people played her long enough or played against to discuss her match ups
my sentiments are somewhat the same except......squigs. reason being is because it depends on how fukua opens up the round. if she throws out M shadow it can be answered by double jump and maybe divekick but essientially getting a charge would be rather annoying with fireballs.Very early impression, obv up to change etc
Wins free against:
- Parasoul (everything you do beats everything she tries to do)
Feels good against:
- Fortune (headon is zoneable and headoff is kept in check with L.ADart and L.Shadow)
- PW (M.Shadow can't be flown over)
- BBand (has a hard time handling just jumpback Fireball)
??? against:
- Bella (sometimes feels good sometimes okay, midrange air game is hard for her to handle and reflect is not very relevant as Fukua recovers too fast and often can even make the reflect projectile whiff)
- Filia (no Filia here, but I could see her being too fast to really zone)
- Peacock (metered this is pretty decent, and M/H Fireball at midrange keep her in check I feel, but probably more on the bad side overall - no zoning Peacock here)
- Double (no Double here)
Feels bad against:
- Val (avoids most of the zoning pretty ez and is too fast for just M.Shadow to keep her in check)
- Squigly (Can't keep her from getting punch charge, then Sing SBO is a rather notable threat)
Everyone loses:
- Fukua (wtb fighting game without mirrors)
If she's just throwing out fireballs, either partition the charge (both ground and tk/air) or just take the hits continue charging (only vs tk unless you like getting hard knockdown'd). The reward is far greater than the chip/damage from 2 fireballs.
I'm basically going to parrot this because I think it is pretty similar to how I feelVery early impression, obv up to change etc
Wins free against:
- Parasoul (everything you do beats everything she tries to do)
Feels good against:
- Fortune (headon is zoneable and headoff is kept in check with L.ADart and L.Shadow)
- PW (M.Shadow can't be flown over)
- BBand (has a hard time handling just jumpback Fireball)
??? against:
- Bella (sometimes feels good sometimes okay, midrange air game is hard for her to handle and reflect is not very relevant as Fukua recovers too fast and often can even make the reflect projectile whiff)
- Filia (no Filia here, but I could see her being too fast to really zone)
- Peacock (metered this is pretty decent, and M/H Fireball at midrange keep her in check I feel, but probably more on the bad side overall - no zoning Peacock here)
- Double (no Double here)
Feels bad against:
- Val (avoids most of the zoning pretty ez and is too fast for just M.Shadow to keep her in check)
- Squigly (Can't keep her from getting punch charge, then Sing SBO is a rather notable threat)
Everyone loses:
- Fukua (wtb fighting game without mirrors)
TK is Tiger Knee, aka when you do an air special as soon as possible once leaving the ground. 2369 would get you a fast air fireball.
And then? They still take damage and you still build meter. Doesn't get them anywhere?
Never stop doing this Fukua players. I'll love you forever.
the BB is in favor of fukua.Against Squigly, she doesn't have much to stop you from getting in other then having a good assist backing her up. At the right angle you can punish j.HP. Her dive kick if it hits high enough she will not have enough hitstun to actually connect a combo when she lands so you can mash just about anything to get her off of you.
For peacock you have to monitor what they are doing against you. There will be gaps in the pattern you just need to double jump and maybe get some help with any lock down assist to get in. The key is to not be reckless.
Good big bands will eventually start parrying full screen fireballs. You gotta watch for Big Steps and find a way in. Upbeat and A train are nasty AA moves. Once you are in though you can abuse j. HK>j.HP though.
The difference is that they are playing a character that can't royally fuck up Squigly with their mash.
except most fukua's play the keepaway game and with bella. unknowingly they get pushed to the 2/3rds of the stage which is the general area of the corner.
with val you would really need to be attentive.
Just a warning that this just some thrown-together thoughts from the 1v1 Squigly player's perspective. So, lets see...So ran set vs @Luweewu and i would like his thoughts on that matchup vs squigs.
its definitely one of the more obscure matchups tbh.
Thank you. Now to offer my findings from the Fukua side of the perspective.Just a warning that this just some thrown-together thoughts from the 1v1 Squigly player's perspective. So, lets see...
Squigly will likely be at a large meter deficit in this matchup, so spend your meter wisely as Fukua will always have more. Do not get baited into Sing xx Opera (you can't punish fullscreen air fireballs with it. Don't try.) Get your meterless combo routes and conversions down so you can save as much meter as possible.
You shouldn't have too much of a problem getting charge so get kick charge first to punish Fukua's ground game (completely open to chord.) Punch charge is of course still valuable, but keep it for a rainy day instead of throwing it out all day (as said before, you don't have much meter to play with).
If Squigly wants to approach, it's best from the ground if Fukua is playing the zoning game instead of double jumping around. You have better options and access to your stances.
Squigly can punish blockstrings with a shadow ender with PBGC 2LK(close)/2MK/2MP.
At midrange, punish shadows and ground fireballs with chord or sing xx opera. jLK can help you in the mid-close air-air and air-ground engagements. jMP can be useful at stuffing moves in close-range. You're likely going to get yourself killed with unwise jHPs so use it sparingly, beating out fireball attempts if you're in the air before Fukua.
You can easily punish an M Shadow call while in the air with a falling jHK xx Opera conversion, but if you do it too late you're going into the Fukua blender.
Speaking of the Fukua blender, that P charge you had in the back will come in handy here. DP or Sing xx Daisy will serve you well. Otherwise, good luck on guessing right to get out.
It's not wise for Squigly to autopilot reset attempts. Fukua meterless can catch you with armor grab (if on the ground and do something like 2LK, stancel and jump or throw, cancel into daisy if you want to spend meter, chord if you're quick enough, 2HK to sweep, or 5HK and jump cancel.) One meter and she can use BFF (Daisy it late on reaction and Squig should win.) Three meters and she has lvl 3 (block high or chicken block; easy punish afterward. You could also make a hard read and daisy, which would beat it.) Neutral jump chicken block will keep you safe from most of Fukua's options and leave you in a good position to punish. LK Divekick xx Sing xx Daisy/Opera is also a thing if you still have P charge and meter.
Squigly Battle Opera, Squigly's Projectile/Trap super
yeah if you even TRY to tiger knee fireball....GET SING SBO.