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Fukua tech thread

Ftfy.
Where is this a "fix"?

Winning with character no one knows how to deal with is legit, what're you guys talking about :p
Noone knows how to play her either, so it kinda balances out???
Unless of course she's completely braindead and you don't need to know shit with/about her to be super successful via just pressing 2 buttons (hint: this is the case)
 
Where is this a "fix"?
Where I changed the quote to her being a character everyone's played for only a month instead of him for a week.
 
Ok so I found a cool burst bait/jump back punish off of cr.mp > kara s.hk > lk shadow

If they burst to early or to late you get a free punish and if they don't burst and hold up back after then they will get hit by the lk shadow. If they block low you can just keep them in pressure thanks to lk shadow having a lot of block stun.

I find it easiest to set up after a j.hp > j.hk on most characters you will be close to max range on the cr.mp which is what you want.
this has become the standard for a while now for me and guitalex. except we do hk shadow for overhead. Also, you can't be too close or the s. hk xx shadow will still get hit by burst
 
You don't "FTFY" a correct statement into a completely different statement

..
Maybe you can link me the rules of Internet, since there seem to be some laying around.
 
this has become the standard for a while now for me and guitalex. except we do hk shadow for overhead. Also, you can't be too close or the s. hk xx shadow will still get hit by burst
Let me see if I understand this...

Winnie... hadn't done... The Winnie with Fukua? Mind blown.
 
Interesting I made second place with a character I only played for a week. :^P
If you watch the archives she didn't do very much, you basically played Magneto/Sentinel/Roll. So...sure?
 
If you watch the archives she didn't do very much, you basically played Magneto/Sentinel/Roll. So...sure?

You heard it here first: Roll is top tier in Marvel 2.
 
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You heard it here first: Roll is top tier in Marvel 2.
Always bet on hitbox.

Hey, it's saltybets still a thing or did everyone outgrow it already?
 
are there any safe block strings with fukua, or is this a really stupid question? If so humor me
Something something -> fireball is pretty safe, to go back on topic.
 
kara 5HK xx fireball is pretty safe.

LK drill is pretty safe.

Otherwise, not really? But that is safer than a lot of the cast like Double and PW, so I'd call it pretty safe.

Not +ve to restart pressure though.
 
Something something -> fireball is pretty safe, to go back on topic.
Wait wait wait. Fireball is safe?
 
IIRC both of them are -4 on block point blank, but Fireball whiffs on crouchers so it's not something to really go for.
c.HP is ±0 on block, so you can always just not cancel into anything and be happy with it

Nope
 
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IIRC both of them are -4 on block point blank, but Fireball whiffs on crouchers so it's not something to really go for.
c.HP is ±0 on block, so you can always just not cancel into anything and be happy with it
it is? that thing looks like.......i could get bopped up front.
 
it is? that thing looks like.......i could get bopped up front.
Attack data: Advanced
 
IIRC both of them are -4 on block point blank, but Fireball whiffs on crouchers so it's not something to really go for.
c.HP is ±0 on block, so you can always just not cancel into anything and be happy with it

Where'd you pull these numbers from?

Fireball is -7 on block point plank range and -5 from slightly further

c.HP is -8 close up and -6 from further away

LK drill is only -3 on block
 
Where'd you pull these numbers from?

Fireball is -7 on block point plank range and -5 from slightly further

c.HP is -8 close up and -6 from further away

LK drill is only -3 on block
IIRC both of them are -4 on block point blank, but Fireball whiffs on crouchers so it's not something to really go for.
c.HP is ±0 on block, so you can always just not cancel into anything and be happy with it
STOP CONFUSING ME PEOPLE.

WHICH IS IT!?!
 
I checked this just a couple of days ago, im 100% sure.
 
I always call assist then LK Drill to be safe and keep the pressure.
 
Where'd you pull these numbers from?

Fireball is -7 on block point plank range and -5 from slightly further

c.HP is -8 close up and -6 from further away

LK drill is only -3 on block
I pulled those numbers from memory, is why I wrote IIRC. You are right on all of those! Drill and Fireball don't surprise me much, c.HP is huge though.
No idea how that happened?? Was pretty sure on this. I figure I reloaded savestate too early after testing it (press c.HP, load savestate before the recovery is done, frame data says +0)?

Sorry and thanks!

That makes [c.LKx2 c.MP] a lot more desirable as a blockstring starter
 
If you watch the archives she didn't do very much, you basically played Magneto/Sentinel/Roll. So...sure?

Can filia have a 1f c.LK?
 
Wait wait wait. Fireball is safe?
If you do kara 5HK xx fireball it is pretty safe most of the time.

If you have a pressure assist though, just do what Guitalex said above, it's her only legitimate way of keeping up pressure after a ground string. Well kara 5HK xx shadow isn't a TERRIBLE idea but be prepared to eat reversals to the face pretty often if you like that option a little too much.
 
Has anyone gotten down ideal-ish Fukua hard knockdown oki yet? It seems like being able to turn her slide knockdowns into game winning damage with semi-safe oki is what is gonna make her look complete.

I find getting H shadows to hit meaty with only a couple active frames is rough, if that's where it's going.
 
Has anyone gotten down ideal-ish Fukua hard knockdown oki yet? It seems like being able to turn her slide knockdowns into game winning damage with semi-safe oki is what is gonna make her look complete.

I find getting H shadows to hit meaty with only a couple active frames is rough, if that's where it's going.
that would be my fukua good sir.
 
Has anyone gotten down ideal-ish Fukua hard knockdown oki yet? It seems like being able to turn her slide knockdowns into game winning damage with semi-safe oki is what is gonna make her look complete.

I find getting H shadows to hit meaty with only a couple active frames is rough, if that's where it's going.


I'd say do something like 5HK xx 236LP dash 214MK/HK, but I haven't actually tested anything yet. Fukua's resets are good enough that I usually only go for oki off of air throw.
 
Besides the air throw, I was thinking more like oki after neutral ground fireball supers or long range super confirms (for example, throwing a super to combo off of a max range tiger knee'd H air fireball or a long range assist hit) than reset oki. Having dependable, mostly safe and/or mostly unblockable oki off those slides (which should be possible with her toolset in a game with assists) makes her fullscreen zoning/antizoning about more than annoying you into stupidly eating an L/M shadow or assist call into jhk confirm, which is already bad enough.
 
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After a slide knockdown, I always throw a fireball for my opponent to wakeup into then throw either L shadow or h shadow. Also I found in the corner you can combo off her air grab with a fireball super then come down continue the combo. The timing is really hard to get and I'm not sure if it is character specific yet. Lastly, I fought a Fukua yesterday who was doing air combos with (if I remember correctly) j.hk > fireball > double jump> j.lp > j.hk> j.hp. Pretty sure im wrong about the sequence. Point is that the combo gave him a weird mixup of crossup/ fake crossup/ and throw.
 
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Besides the air throw, I was thinking more like oki after neutral ground fireball supers or long range super confirms (for example, throwing a super to combo off of a max range tiger knee'd H air fireball or a long range assist hit) than reset oki. Having dependable, mostly safe and/or mostly unblockable oki off those slides (which should be possible with her toolset in a game with assists) makes her fullscreen zoning/antizoning about more than annoying you into stupidly eating an L/M shadow or assist call into jhk confirm, which is already bad enough.
tbh you want meterless oki more. and to do that you need to be clever with your throw set ups. using meter hard knd's is cool.

here's one thing that's annoying. people upback....so it kinda ruins in. however you if whiff shadow and low if you people loving to up back you'll catch em. sooner or later it will train them to stay put or you can get another shadow in.

After a slide knockdown, I always throw a fireball for my opponent to wakeup into then throw either L shadow or h shadow. Also I found in the corner you can combo off her air grab with a fireball super then come down continue the combo. The timing is really hard to get and I'm not sure if it is character specific yet. Lastly, I fought a Fukua yesterday who was doing air combos with (if I remember correctly) j.hk > fireball > double jump> j.lp > j.hk> j.hp. Pretty sure im wrong about the sequence. Point is that the combo gave him a weird mixup of crossup/ fake crossup/ and throw.


there are a good bit of set ups i found with that i believe it can be found here as i recorded and shared here

 
Besides the air throw, I was thinking more like oki after neutral ground fireball supers or long range super confirms (for example, throwing a super to combo off of a max range tiger knee'd H air fireball or a long range assist hit) than reset oki. Having dependable, mostly safe and/or mostly unblockable oki off those slides (which should be possible with her toolset in a game with assists) makes her fullscreen zoning/antizoning about more than annoying you into stupidly eating an L/M shadow or assist call into jhk confirm, which is already bad enough.
Ah, what I generally do after Fireball super, is either run up MK/HK clone or run up crossup j.HK.

Then do a low throw. It's pretty basic but sort of the best I can do without eating every reversal to the face. Well, the best I KNOW.

I guess I'm kind of interested in what people do there as well.
 
Ah, what I generally do after Fireball super, is either run up MK/HK clone or run up crossup j.HK.

Then do a low throw. It's pretty basic but sort of the best I can do without eating every reversal to the face. Well, the best I KNOW.

I guess I'm kind of interested in what people do there as well.
ok typically what i do once people find out about her 'oki' is that i meaty The L shadow. there are other things i do sometimes to test the opponent's reaction and adjust some setups accordingly.

edit: if you're savy enough DO KARA THROW. its fun i swear
 
ok typically what i do once people find out about her 'oki' is that i meaty The L shadow. there are other things i do sometimes to test the opponent's reaction and adjust some setups accordingly.

edit: if you're savy enough DO KARA THROW. its fun i swear
Yeah, you SHOULD be doing meaty clone. I always use MK or HK though. You are going to be doing a Low/Throw Mixup anyway.

I guess LK clone if you think they will upback right away.
 
what is KARA throw?
 
what is KARA throw?
It is cancelling the startup of a move into throw.

In Skullgirls the only kara throws are with LP or LK, so I'm not sure which would be useful to Fukua. I wasn't aware that any moved her root forward any substantial amount.
 
well you can cancel any of her moves into her command throws if that beans anything
 
s hk > cmd throw.

you got to time it though but its amazingly good along if you set up with a particular assist.

@Tomo009 the main reason i L shadow is for conditioning. sooner or later they will be ducking and then you can whiff H shadow and frame tight it into c mk