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parasoul you should be doing fireballs...
Parasoul is actually quite an easy matchup when you know how to play it. She has to rush you down in the matchup because she can't hit you jumping back with HP air fireballs and throwing shadows. You can keep her going until you get into the corner, she has to take all the risks, you have to take none. Also she has very poor vertical mobility so she suffers against your j.MK and j.HK's great hitboxes. On offense, you can even avoid her napalm pillar reversal by using j.HK and cancelling into LP air fireball. She really struggles to stop you taking momentum at any position.
well to be more specific. para can't get in. but fukua can. and the funny part is that if she tries pillar fireball sails over. so there's no fear of reversal
you want to rush val. absolutely rush val. get to the air before she does and make her respect your normals. zoning and stuff is just not awesome. your cmd throws will be very healthy for this match up. people don't use the 4f cmd throw when there are tons of setups for it.
Yeah I have been working on some interesting uses for that throw. At first I thought "why would I every need this throw, the other one has armor". Then I thought "Fxxx that armor throw, this one is a awesome punish". Also I have been wondering what people think Fukua worst matchup might be so we could find ways around it.
Against Bella I have been using mostly fireballs and meaty shadows to keep her out but when she gets close I try to jump out(not usually a good idea), use shadow super(if you guess wrong you get counterhit), or push block and hope that she did a block string(the best option?). The most sucees I have had is punishing obvious jumpins with drill super(almost never risky if you react but dangerous if you predict).
what you're forgetting is that once she reflects she can move in and ever better because once she dashes she can partition for a tumble run.....and that equals close up.Fireball can be reflected but the range a height that I use(full-screen h fireball) usually give her little reward. But still she is like( what you like to throw stuff, reflects everything and moves forward). Midrange does make the reflect a lot more dangerous but close-mid range makes things much easier on her because a reflect leads to a combo and far-mid range leads to her moving in and forcing you to guess.
which is cool except. your goal is to read bella right as she approaches. if you read her by the time she's in then you're screwed. further more after all of observing each other if bella is in mid range you ultimately must choose decisions and if you guess wrong will net you a good c lk. which if it hits you're not gonna up back which leaves you to grab.I said in my post that Bella reflects every thing and moves forward. This means that of course she would ge in. Also all those options can be dealt with. if she cr.lk you can block and push block or H drill or armor throw. If she does throw you can hold up or shadow super. If she does air throw also long as you don't jump you are fine. She can do dynamo but you have options for th
well to be fair. its not that i run tumble run highly but ultimately i think the match comes down to Extreme observing. fukua cannot abuse shadows like with painwheel. nor fireballs. no one is going to to cr hk. and if they did they better do what i do and add an LK shadow after that. this is speculation of course and you run good points. i will need to re-evaulate the matchup. also people please learn to super jump and it will save you all alot of trouble.@Dreamepitaph
There are so much things wrong with what you're saying...
You beat a really good solobella player and you still feel the match up is "one of the worst"?
Ok, you can't zone her for afar. But she can't really punish you for that, she "just" gets in. She needs to be already kinda close if she want to punish. Deflecting Bella can punish full screen pea's bang bang bang or parasoul hp tear, does that mean the matchup is even worse for those characters?
Nope.
Bella reset hell : ...
Ok, 50/50s are powerful...but you can neutral jump j.hk.
C.lk will need to be really well timed to counter that, and if bella tried to grab, free heavy counter hit combo. Great for Bella...
And you seem to value tumble run highly. That is...ya know j.mp or c.hk beats it flat, right?
Or maybe you meant "she can tumble run when she's far to get closer armoring through projectiles", and then...understand that you could stop being braindead and sometimes stay on the ground instead of jump fireball, so you can tell a running bella how wrong she is.
Anyway, I don't see why tumble run is good in the match up.
Oh, and guess what : lock'n'loads on guard is -5, you have a cmd grab with 4f start up. Do the math.
Most likely.About c.hk : fukua/filia c.hk is crazy good.
Tumble run is very easy to counter with it, trust me (what you may not be aware of is that stopping the run has a recover, long enough to get bella fucked if she use it on neutral)
About shadows/keep away game : I'm not sure to understand, it seems like you value her ranged game a lot, maybe even too much. Doesn't fukua have tools to deal with characters that can avoid it? It's not because someone can get you out of your comfort zone that it becomes a "bad" matchup.
About squigly : I'm genuinely interested. Is it because of center stage xx SBO? I admit it could shut down fukua's ranged game, but it's still dangerous for squigly : if she react a bit too late to a jump hp fireball, the opera won't absorb it and she will eat it, stopping her right away.
Could you be more precise about what you think of the matchup?
...
Wait, what am I doing on a non-bella thread?
Oh yeah, talked about Bella...
Why am I still here? I have no clue but I enjoy living dangerously, let's keep doing it.
I'm not to understand what you mean by that.
it will low profile and you can cancel into shadows. but she can block in time and pushblockI'm not to understand what you mean by that.
But your points about squigly are true. You can't seem to be able to much if squigly decide to super jump double jump, she gets so high.
A stupid idea that came to my mind : would c.hk on reaction avoid squigly j.hp, punishing her from kinda far away when she lands?
C.hk isn't fast enough to possibly catch her during the 2f landing recovery? Just wanted to see if you could counter with a simple hit, not asking for full combo after it :)
Didn't say c.hk should be done anywhere anytime. But at far range, she has no reason to cancel into divekick and reacting to c.hk is impossible. So reacting to a j.hp poke with c.hk, cancelled with lp fireball maybe to make it safe, will make you get close to her, either punishing her if you done it close/soon enough, or get her locked on the ground if she guards it with the fireball.
i like your idea however this goes into more of playing the player and not the character. since we'd be in yomi phase 2/ counter phasesDidn't say c.hk should be done anywhere anytime. But at far range, she has no reason to cancel into divekick and reacting to c.hk is impossible. So reacting to a j.hp poke with c.hk, cancelled with lp fireball maybe to make it safe, will make you get close to her, either punishing her if you done it close/soon enough, or get her locked on the ground if she guards it with the fireball.
If she starts cancelling a j.hp mid air to try countering c.hk, it will have to be a read from her, so it means you can throw a jump-in or two because she will start doubting about using j.hp carelessly.
This is all complete theory fighting so I'm probably talking shit, but I like the concept.
16f start up for the first hitbox to appear. But how much time to be fully extended? Maybe it becomes doable.
i'm not one to try to test how practical that is. i'd rather just block so my actual gameplan vs squigs which is gettting her ass to the corner.
I hate val vs fukua. I wouldn't say it's a bad match up, but it is annoying. Pretty much jump back fireball stops any air approach. Luckily though I could just dash under the fireballs sometimes. However, Fukua can just resort to ground fireballs and shadows (primarily m shadow is the problem). For that I could cancel my dash into scalpels or ekg if i see her throw one or the other. I'm never close for the 8 frame hitstop to be a problem, so Fukua can just Bff on reaction. Once I'm close it gets easier. I am not fond of not having assists in this match up.
Parasoul is ok against Fukua. M soldier helps a lot (unless you call it on a shadow). The one problem I have is Parasoul is tall, so there is no dashing under jump h fireball.
parasoul's ONLY hope is to pray that fukua tries to rush in.
Big Band........someone please help this guy. My only option is jump forward parry. Shadows are easy to deal with, it's those damn jump fireballs.'
once you learn to parry fukua will get pissed and try to go in with j mp which COULD or could not help you.
Squigly vs Fukua. Eh. not too bad but not great either. Daisy Pusher armor grab on reaction is something you should work on.
you can armor through daisy?!
Fortune I don't know. Other than dash and block I got nothin.
Dreamepitaph: depends. head on= 5-5 or 6-4 in fortune's favor she's got a lot more options to get in. a well placed shadow M stops this. headless? RIP FORTUNE
Painwheel can absorb fireballs fly forward but what good is that. PW just gets raped in the matchup. due to fireball, double jump combos.
Peacock. Those random jump forward Bffs get me everytime. Fireballs and shadows aren't too much of a problem though.
peacock with team= 6-4 in peacock. its bad to the point where i recommend switching when peacock is on the scene
Double is free. flesh step kinda helps but you can always super fireball that. Maybe bandwagon? IDK I never tried just assumed it was stupid
double is free
Filia struggles but it's not impossible to get in
filia i'm gonna say 5-5 both have the tools to deal with each other
Cerebella. As Fukua this match up scares me. It's probably even but fireballs are not how you win.
bella is more of playing the player. cause YOU KNOW she got deflect. so pretty much you do what fukua was designed for and that's to observe and use the particular move or tactic to counter
you damn right you better be careful.Suppose I should have said that better. What I meant was if you say try to hit Fukua on wake up with Squigly and the Fukua player does armor grab on wake up, learn to realize she is armoring through and cancel into daisy pusher. It's probably not necessary as the more expirienced Fukuas will block, tag, or drill on wake up if they are short on meter. Every Fukua player I fought do the armor grab at least once. (tamerstorm, winnie, and a few others)
The bella I was facing was Zidiane. I wasn't losing, I was just being REALLY CAREFUL.