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Fukua matchups

@Adeveis I am not sure how the Big Band matchup will go, right now I feel like neither character has a extremely safe place on the screen that they can be. He is big so fireballs and shadows are good but once he starts parry it becomes less effective(even though he takes some damage) and in you get in his dash punch range you have to worry. Plus his ground pound stops full screen ground bases zoning all while divekick loses to dash punch, a spaced out anti-air command grab, or Super-sonic jazz. Also you have command throws but he has a long range normal throw.
 
@Adeveis with fortune I feel that Fukua wins. With the head-on I have a reversals that can lose or trade with the divekick and lose to zoning. With head-off I can deal with her at full screen easier but lose a lot worse to divekick.
 
@Adeveis I am not sure how the Big Band matchup will go, right now I feel like neither character has a extremely safe place on the screen that they can be. He is big so fireballs and shadows are good but once he starts parry it becomes less effective(even though he takes some damage) and in you get in his dash punch range you have to worry. Plus his ground pound stops full screen ground bases zoning all while divekick loses to dash punch, a spaced out anti-air command grab, or Super-sonic jazz. Also you have command throws but he has a long range normal throw.
the thing IS. you can't parry on pure reaction you would be trying to expect it.....which gives mixups since you can 4f cmd grab. you can also just run up and so c mk or l shadow... w.e
 
Against Big Band, Fukua also has that drill special (forget the name) that breaks armor and makes parrying very difficult, right? Up close is probably also not that great for the big guy. Big Band has to worry about instant overheads from every char, but Fukua can easily chain those overheads into divekicks to be back on the ground.....or she can choose not to. Also, she can armored grab through all of his things, which is kind of funny because her armor beats out all of his armor. Having to worry about low/throw/instant overhead/ultra-armored grab/4f cmd grab all from the same person seems pretty terrifying to me. Perhaps I'm overestimating something?
 
Against Big Band, Fukua also has that drill special (forget the name) that breaks armor and makes parrying very difficult, right? Up close is probably also not that great for the big guy. Big Band has to worry about instant overheads from every char, but Fukua can easily chain those overheads into divekicks to be back on the ground.....or she can choose not to. Also, she can armored grab through all of his things, which is kind of funny because her armor beats out all of his armor. Having to worry about low/throw/instant overhead/ultra-armored grab/4f cmd grab all from the same person seems pretty terrifying to me. Perhaps I'm overestimating something?
she can be thrown out of it. but yeah the match up sucks for big band. fukua can adapt to EVERY situation while big band is kinda cut and dry in his approach.
 
Question: If Fukua has a standard 7f grab that launches the opponent across the screen and a 4f cmd grab that sets the opponent right next to her to be combo'd, why wouldn't she always choose the command grab? Is there a difference in range or something?
 
The command grab does not put the opponent next to her, it tosses them away just like her normal grab does.
The 30(35?)f command grab is the one that puts the opponent next to her.

You use normal throw instead of 4f cmd grab when the opponent is in the corner (Command grab will toss the opponent out of it, normal grab won't).
 
The command grab does not put the opponent next to her, it tosses them away just like her normal grab does.
The 30(35?)f command grab is the one that puts the opponent next to her.

You use normal throw instead of 4f cmd grab when the opponent is in the corner (Command grab will toss the opponent out of it, normal grab won't).
correct ALTHOUGH there is a double reset that you can allow you to use cmd grab to put them back in the corner. which is useful
 
Fukua vs Peacock is Even.

All you have to worry about at fullscreen is item drop because you have your own zoning you can do to peacock which can bug her to the point of having to specifically bait out upback > air dart H, in which case you can then go in.
BFF can tag peacock from WAY FARTHER than you think and hitting her with this gets you a combo and oki.
Use Dart M > fireball super on the ground as a way to counteract her zoning and get a nice hard knockdown.

I don't know why you guys think it's in Pea's favour.


Use 5HP whenever anyone is directly above you, or just dash under them if you're not confident it hitting with it and continue zoning.
Use Dart H (ground) vs squigs whenever she tries to come down with j.HP. Dart H also helps tag squigs at fullscreen halting her charges. This then makes her have to dash block which is what you WANT because that means she's not getting charge or being annoying in the air.
Use 2HP as a ground poke and Anti-Air, ESPECIALLY vs IAD shenanigans.
Cancel 2HP poke into ground fireballs or shadows for good mid-range pressure.
Cancel 2HP into Drill or Drill super as an extended way of AAing them if you mistimed the 2HP initially or just wanted the low profile.

DO NOT USE CLONE M if they are not 3+ char lengths away. It is the slowest of all the clone moves with the Low clone being the fastest.

Much of this game's neutral game is played in the air, and Dart H hits that spot perfectly. You can basically shut down everyone's "Jump+Block" approach by doing Dart H > Clone M xN forcing them to run forward or do something else.

j.LP is a great Air to air and you should use it whenever you're close to them or are rising up to meet them. Do this while pre-chaining j.HK so if it hits them you can combo off it very easily.

When you finally force them to approach you from the ground, you can start doing clone high/low mixups. Dash block is usually high so start with the Low clone when you see them dashing forward. This also can tag dash jumps.

Fukua's fireball game is very good, and this coupled with a PROJECTILE THAT BREAKS ARMOUR you're looking at easy matchups for the most part in terms of neutral game.

Vs bella Deflector, you can block on the way down from doing air fireballs and pushblock the projectile and push bella back to fullscreen.

Use the low shadow poke to catch armoured attempts (bella tumble run, Big band brass H, etc) when you think they're going to do it. You can't really do it on reaction.

I can't think of much other specific matchup stuff, but there are very few matchups where I feel Fukua is at a real disadvantage. At the very worst she's 45-55 with some characters.
 
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I don't know why you guys think it's in Pea's favour.
For Peacock to really get going, she needs to <just do things>.
For Fukua to really get going, she has to <guess right> on a <random super>.

Fukua has to waste a bunch of meter to get into the position that Peacock gets for free.
This adds the bonus issue of guessing wrong on a Kiss and then sitting on 0 Meter. Ladida~

It's most definitely not an unplayable matchup, but I don't see how it's better than say 45/55

<AA normals>
How much use have you pulled out of c.MP so far? I like it, but it is hard to use~

DO NOT USE CLONE M if they are not 3+ char lengths away. It is the slowest of all the clone moves with the Low clone being the fastest.
It works from not-super-far away if you cancel into it out of s.HK startup

j.LP is a great Air to air and you should use it whenever you're close to them or are rising up to meet them. Do this while pre-chaining j.HK so if it hits them you can combo off it very easily.
While the hitbox is pretty nice, the amount of active frames is actually comparably poor.
I feel it's good as a reactive AA but pretty bad at the "Just press a button, if they jump into it they die" kinda thing.

To compare:
Bella: j.HK - 10
Pea: j.MP - 7, j.LK - 8
Para: j.LP - 12
PW: j.MP - 15
Double: j.HP - 11
Squig: j.LK - 7

Fukua: j.LP - 4

Use with caution, etc

P.S. c.HK is really really good
 
Even though the active frames aren't long, it has short startup and short recovery so you generally won't be punished for just throwing it out on a guess. I've hit double out of her j.HP countless times because he thought he could do it in my face.

2MP is also a nice AA, but it's harder to use because you have to time it later and it's not as active and you don't get low profile for as long as 2HP. I guess it'd be most useful as an emergency AA if 2HP would be too slow to come out on time and they're doing IAD stuff.
 
yeah i'm gonna have to agree with some of the others here. Fukua vs Peacock should be in Peacock's favor. Fukua's zoning is strong, but not strong enough to deal with Peacock's obstacle course. The moment Peacock gets an inch she takes a mile, and that mile is a much harsher reality with Fukua than many other characters due to a lack of armor / movement options. On the other hand, Fukua's somewhat stubly LP/LK hurt her close/ "character length away" game. Unlike Miss Fortune or Double, she's gonna have a rough time keeping Peacock defending.

also as a general note, Fukua's relatively stale jump arc (double jump, normal jump, super jump being her main air options) stops her from mounting as effective an offense as she needs to gain the upperhand in this match.

that is not to say I think Fukua is weak; just that Fukua's weaknesses are far more visible in her Peacock fight.
 
It works well enough to use but if your opponent gets out of that situation expect a punish
 
The two ways I can think of right now to get out are to grab Fukua (can be covered by calling a different assist or using her other 3f command grab as a mix-up) or hit both Fukua and BB with a sweep, which won't allow punishes outside of oki unless the sweep was a charged one from PW.
 
The two ways I can think of right now to get out are to grab Fukua (can be covered by calling a different assist or using her other 3f command grab as a mix-up) or hit both Fukua and BB with a sweep, which won't allow punishes outside of oki unless the sweep was a charged one from PW.
if you meaty the cmd grab you're screwed.
 
What do you mean? Sorry, I'm not completely competent when it comes to various FG colloquialism. :/
there are ways to set up hard knockdown.
so here's what happens. i knock your ass to the ground. i place L fireball. THEN i use assist call as you get up while using cmd grab.

with the beta changes its quite possible.
 
There MIGHT be some thing with BB and Fukua. might, there could be a bunch of stuff that hasn't been found with these two. Fukua's Heavy Love Dart with BB makes things really nice, so does BB's Brass assist allowing Fukua to do a nasty keep way.

 
Ah, I see what you mean now. One question: Is there a non-crumple way to set up a hard knockdown without letting the opponent tech?
Plenty... i'm infamous for the set ups i use.

@Ninja its easy for one set up.

once you hit knock down just do s hk as you call assist and then cancel the donkey kick into 8f cmd grab.
 
The bella I was facing was Zidiane. I wasn't losing, I was just being REALLY CAREFUL.
Hey everybody. I still don't know what a Fukua is. Can someone explain to me how exactly I'm supposed to hit her in the face?
 
Hey everybody. I still don't know what a Fukua is. Can someone explain to me how exactly I'm supposed to hit her in the face?
Well a Fukua is like that weird green sticky stain that you got on your favorite pair of pants last week. And no matter how hard you try to wash it out it just stays there. on your pants. just stained, forever, right where your gooch would be. And everybody can see it, and you try to ignore it, but you just can't. YOU GOTTA GET RID OF IT MAN, YOU JUST GOTTA.
 
Hey everybody. I still don't know what a Fukua is. Can someone explain to me how exactly I'm supposed to hit her in the face?
Zid i will tell you to wait till eliza's release to consoles. cause by then bella will be able to compete with fukua.
 
Hey everybody. I still don't know what a Fukua is. Can someone explain to me how exactly I'm supposed to hit her in the face?
Welcome to the ignorance pool party.
 
anyone have thoughts on the eliza matchup?

i think fukua edges it out slightly with a solid 6-4 for now. gotta wait till she hits retail and a bunch of people use her to know what's up

@dragonos451

i'll need to record a set with an eliza player as bella so maybe i can get some tips from you
 
i'll need to record a set with an eliza player as bella so maybe i can get some tips from you
About the eliza match up?!
Dude, I couldn't play online for the entire summer, you think I know anything about her?

...go for it, I guess it would help both of us.

Btw, looks like you tend to forget easily in which thread you are posting.
 
About the eliza match up?!
Dude, I couldn't play online for the entire summer, you think I know anything about her?

...go for it, I guess it would help both of us.

Btw, looks like you tend to forget easily in which thread you are posting.
nah i just don't feel like going to my thread and just tag people in any thread i see are currently viewing.
 
anyone have thoughts on the eliza matchup?

i think fukua edges it out slightly with a solid 6-4 for now.
I think Fukua is disadvantaged 4.73-5.27, except during the full moon where she gains six centipoints.

Do you have actual thoughts (ie reasons) on the matchup; just saying a number doesn't really do anything!?
 
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I think Fukua is disadvantaged 4.73-5.27, except during the full moon where she gains six centipoints.
I was just about to post this exact thing
 
nah i just don't feel like going to my thread and just tag people in any thread i see are currently viewing.
Oh my bad, I thought you stopped being horrible at posting.
Looks like NOPE!
 
I think Fukua is disadvantaged 4.73-5.27, except during the full moon where she gains six centipoints.

Do you have actual thoughts (is reasons) for your opinion? Just saying a number doesn't really do anything?
well the main basis why is because fukua (now with the fireball damage buff) doesn't have to really challenge eliza. eliza's couch can be hit and its not fast enough. L fireball neutralizes eliza's ground approaches and makes eliza jump and prolly will go into airdash which will allow an M shadow to snag.
the change with C hk for eliza makes it more fair, but fukua still has reasonable means to keep eliza out.

from full range eliza is not a threat, if eliza gets mid range you just have to be careful and air grab since its faster than j mk. all of eliza's supposed amazing normals(j hp and the likes) now have hurtboxes so you can s hp them and if it fails just cancel into a shadow or fireball or even drill(and frame trap into armor grab)

as for sekmet if sekmet tries anything you can armor grab or block into Cmd grab. so using sekmet in neutral is not recommended and i'm not expecting eliza players to do it but its to fully analyze the options.

H fireball comes in handy for the most part and if you're keen on the confirm you can BFF for reset or combo options.

but what are your reasons?

Now that i think about it...........both characters are horrid on defense. so maybe 5-5 at best?
 
Without assist? Pretty free. It's about parasoul v peacock level. Parasoul gets basically 1 shot to get in and if she blows it, fukua can play keep away all day. Plus, much like filia, fukua wanting to be pressuring sit in the null zone right above Parasoul's head.
 
Without assist? Pretty free. It's about parasoul v peacock level. Parasoul gets basically 1 shot to get in and if she blows it, fukua can play keep away all day. Plus, much like filia, fukua wanting to be pressuring sit in the null zone right above Parasoul's head.
i'm playing with fenster and he's basically just Super jumping the whole thing. i'll post my findings later.
 
Fenster is a bit of a weird case since he's such a Parasoul specialist, but if they know how to super jump past you darts, you have to spend more time close to the ground and toss medium shadows after he super jumps. Alternatively, dash/slide under the jump and armor command throw to catch the landing animation