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Fukua's Original Combos

Tomo009

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Eliza Robo Fortune Beowulf
Bread and Butter combos:

2LK 2MP 2HP xx 214HK
5MK 5HP
j.HP j.HK
2MP 2HP xx 214MK
dash
j.MP j.HK
5LK LK 2MK 2HP xx 236HK ( xx 236KK )

NOTE: Damage depends on the hits of j.MP

6861 Damage. Net meter ~ 0.6 gain.
( 8051 Damage. Net mere ~ 0.4 loss. )

2LK 2MP 2HP xx 214HK
dash
5MK 2HP xx 214MK
super jump
j.HP j.HK
2MP 5HP
j.MK j.HK
5LP 5LK 2MK 2HP xx 236HK ( xx 236KK )

NOTE: Pushes opponent corner to corner with you about half screen out.

6812 Damage. Net meter ~ 0.6 gain.
( 8002 Damage. Net meter ~ 0.4 loss. )

2LK 5MK 5HP
j.HK
5HP
j.HP j.HK
5LK/5MK 5HP
j.LK j.MK j.HK
5LP 2LP 2MK 2HP xx 236HK ( xx 236KK )

5LK/5MK
6395/6523 Damage. Net meter ~ 0.6 gain.
( 7122/7250 Damage. Net meter ~ 0.4 loss. )

Corner Only:

CaioLugon BnB

2LK 5MK 5HP
j.HK
5HP
j.HP j.HK
5MK 5HK
2LK 5MK 2HP
dash
2LP 2LP 2MK 5HK xx 236HK xx 236KK

6676 Damage. Net meter ~ 0.6 gain.
7403 Damage. Net meter ~ 0.4 loss.

Throw combos:

Tender Embrace/Inevitable Snuggle/Ground Throw xx BFF
5MK 5HP
j.HP j.HK
5LK 2MK 5HP
j.MK/j.MP j.HK
5LP 2LP 2MK 2HP xx 236HK

6000/6100 Damage from command grabs. Net meter ~ 0.55/ ~ 0.5 loss
4812/4912 Damage from normal throw. Net meter ~ 0.55/ ~ 0.5 loss.

NOTE: j.MP will tend to cross under.


Hitconfirm Super combos:

2LK 5MK 5HK xx 236KK
5MK 5HP
j.HP j.HK
5LK 2MK 5HP
j.MK/j.MP j.HK
5LP 2LP 2MK 2HP xx 236HK

7614/7714 Damage. Net meter ~ 0.45 loss.

Level 5 combos: *NOT UPDATED*

360 LP+LK
dash
5HP
j.HP j.HK
5MK 5HP
j.MK j.HP j.HK
5LK 5MK 2HP xx 236HK

13570 damage.
 
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I'm at 6364 midscreen off 2LK 5MK 5HP so far haha, this character has nuts hitstun

You can do immediate j.HK j.HP then rejump and confirm, wow.

j.HK j.HP xx 236HP for rejumps midscreen
 
so what is this a beta character only or something? she cant be a legit character obviously? she looks crazy.
 
She's real, legit, and in the main version.
 
Hey guys! I dont really post much here so let me introduce myself.
Hi, i'm Glay and i make sprite animations on youtube! I've been playing
Skullgirls since the steam release and have been playing it since

---

I Decided to create a quick video on some combo ideas
for the april fools character ''Fukua''. I hope this may be usefull for some of you
and if you have any other cool combos make sure to share them below!
 
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Here's a BnB I managed to cook up:

s.lp, s.lp, s.lk, s.mk, s.hp, j.lp, j.lk, j.mp, j.hk, qcf.hk, qcf.PP

(EDIT: I messed up, finally pulled off the combo, and it turns out it does around 3.8-4k depending on the version of qcf.k you use.)
 
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Nothing to optimized but I can at least contribute:

st.LK st.MK st.HP
j.HP j.HK
st.LK st.MK st.HP
j.LP j.MP j.HK
st.LP st.LP st.MP cr.MK cr.HP/st.HK 236PP
 
My favorite thing I'm messing with is midscreen s.HK xx Drillslide xx Shadow Super. Not sure what to do with it yet but it's a lot of fun to pull off.
 

Pretty sure you can do more damage than this, just wanted to try out double jump combos. Works midscreen too I'm pretty sure.

c.LK, MK, HP,
j.HK,
MK, HP,
j.MK, j.HK, LP hairball,
Double Jump, j.LP, j.MK, j.HK,
LPLP, MP, c.MK, HK, Drill
 
Easy version bnb:

c.lk, s.mk, s.hp, j.hk,
s.mk, s.hp, j.hp, j.hk,
s.lk, s.hp, j.mk, j.hk,
c.lp, c.lp, s.lk, s.mp, c.mk, c.hp, hk drill, super

7.4k

Also, kinda swaggish corner combo:

c.lk, s.mk, s.hp,
j.hp, j.hk, hp love dart, j.hp,
rejump, j.mk, j.hk, j.hp,
rejump, j.lk, j.hk,
c.lp, c.lp, s.lk, s.mp, c.mk, s.hk, hk drill, super

7.1k
 
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Here, Fukua's day one combo video!

PS: Nothing is really optimized I was just figuring out what she can do. I can't seem to double jump mid combo with her, is that a thing?


EDIT: I've just noticed that I forgot to add one of the combos I tried.

 
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You can combo into Love Dart mid air combo and double jump after it to follow up.

Speaking of which, j.HP, j.HK, LP Love Dar, double jump j.MK, j.HK, ground follow-up is totally a thing.
 
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You can combo into Love Dart mid air combo and double jump after it to follow up.

Speaking of which, j.HP, j.HK, LP hairball, double jump j.MK, j.HK, ground follow-up is totally a thing.
Yeah, I was doing that, but I couldn't get more damage than the bnb I posted.
 
character and screen universal

w/e > sHP, jHK 236LP, doublejump, jLK, jHK, cLK, sHP, jMK, 236LP, doublejump, jLP, jHK,, sLPx2, sMP, cMK, cHP, 236HK, super
 
Problem with love dart is it only does 350 damage itself and you can easily extend combos without it.

Was hoping someone would smash my damage overnight haha.
 
Unnecessary hard combo not worth the damage
*Ignore the c.HK

Command Grab Follow-up

What I've been using off stray hits
 
Yeah with the lowish damage on Fukua's jumping normals this might actually be about optimal haha. Would like to see if there's a way to get more of her stronger ground normals.
 
You can get qcf+KK off c.mp or c.mp c.hp (bounce). I was messing around with going

starter, hp
j.hk land
c.mp c.hp qcf+kk
 
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What I've been using off stray hits
lol That's exactly the combo I posted above.
You can get qcf+KK off c.mp or c.mp c.hp (bounce). I was messing around with going

starter, hp
j.hk land
c.mp c.hp qcf+kk
I was messing some stuff on the corner from her super(bff), I came up with this:

bff,
s.hp, j.hk, s.mk, s.hp, j.hp, j.hk,
s.lk, c.mp, c.hp,
s.lp, c.lp, s.lk, s.mp, c.mk, s.hk, hk drill, bff

9.4k
 
spent about an hour doing one 7k dmg mid screen combo that costs a bar but it does put you back to where you started so you can return to mixing up (you could likely get a whole lot more in the middle though)

j.HK, LP air fireball - after this you can literally do whatever you want including Launch when you hit the ground though it might not be very easy
j.HK, j.HP - I think you use your double jump for the second j.HK it's more reliable though I could be wrong
s.LP, s.MP, HK drill, BFF super - fell free to sub in your higher dmg bit here
s.MK, HK drill - and now your back where you started (pretty much atleast)
 
Just under 8.7k
7.9k with only the first super

c.LK, MK, HK, BFF,
MK, HP,
j.HP, j.HK,
LK, HP,
j.LP, j.MK, j.HK,
LPLP, MP, c.MK, c.HP, Drill, BFF


Slightly improved command grab combo:
Tender Embrace xx BFF
MK, HP,
j.HP, j.HK,
LK, HP,
j.LP, j.MK, j.HK,
LPLP, MP, c.MK, c.HK, Drill
6.1k

Double snap combo:
HP,
j.HK, j.HP,
Repeat

Working on a ToD with Head Over Heels. My current damage is at 13k.
 
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What do people have for a level 5 combo?

I'm up to 13570:

360 LP+LK
dash
5HP
j.HP j.HK
5MK 5HP
j.MK j.HP j.HK
5LK 5MP 5MK 2HP xx 236HK

This is about the best I can get so far, would love it if it was a full ToD haha
 
Just under 8.7k
7.9k with only the first super

c.LK, MK, HK, BFF,
MK, HP,
j.HP, j.HK,
LK, HP,
j.LP, j.MK, j.HK,
LPLP, MP, c.MK, c.HP, Drill, BFF

Made a video of it...for science!!! 7.9k bnb 1 bar. Oh, and if you use S.LK instead of the crouching version it kicks it up to 8.1k...crazysauce.


My 7.2k Universal Combo & it's pretty easy to do, but RemiKz is still pretty easy too...I would've gotten the same combo Remikz got but i was being stubborn and didnt want to use OTG...but meh, if you DO use OTG mine's works than :) Enjoy!

 
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Here's the current corner combo into reset that I've been using.
2MK, 5HP
j.HP, j.HK
5LP, 5LP, 5HP
j.LP, j.MP, j.HK, j.HP, QCF+HP
land and go either into command throw or 2MK and start over. To end, simply substitute QCF+PP instead of Love Dart.

Can also be done mid screen, but the j.HK, j.HP into QCF+HP needs to be timed right so that Fukua falls kind of forward after allowing for 2MK to connect.
 
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Snap back combos:

snap: c.lk, shp then:

[j.hp, j.hk, j.hp, jump]xN

[j.hk, j.hp, jump, j,hp. j.hk, s.lp, s.hp]xN
 
I did a MvC2 Magneto Rom-style thing! Hooray!

groundchain > c.MK > s.HP
j.HK > delayed HP
rejump j.MK > HK > delayed HP
rejump j.LK > HK > delayed HP
rejump j.LP > HK > delayed HP > QCF+HP > QCF+PP

 
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Decided to compile the stuff I worked on yesterday into one video. Sorry for the crappy quality. My computer can't really handle recording and playing so there might be some slight skipping here and there. If you need annotations for anything, just ask.
 
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Fukua's pretty fun to tinker around with... So far I've got mildly character-specific 200-point improvement to RemiKz's combo, a Kiss loop, seemingly the only possible way she can ever pick up off her air throw solo, and a poor man's ToD off the L5.

 
Haha if only your L5 ToD was more practical...

That kiss loop was cool, if only it worked at midscreen so you could go full Cable and punish assists hard.
 
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Legit corner combo (new path?):

c.lk, s.mk, s.hp, j.hk,
s.hp, j.hp, j.hk, s.mk, s.hk,
c.lk, s.mk, c.hp, dash,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, hk drill, super

7.6k
 
Looks like Remikz beat me to some of this lol like the air jump combo, so hard so useless. Anyway here are some random things I found



First one is air combo, second one is cool sideswitch for swag. I have another combo for swag I'll try and record as well, only seems to work on parasol maybe a few others.
 
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My first attempt with CH combos:

j.hk, j.hp, s.hp, j.hk,
s.hp, j.hp, j.hk, s.mk, s.hk,
c.mp, s.mk, s.hp, j.lk, j.mk, j.hp, j.hk,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, hk drill, super

9.4k in the corner
 
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Warning: Loud audio
A "you burst you die" setup I just kinda threw together using my corner BnB and counterhit combo.
 
here's just a normal bnb i made....no super in the middle or anything. I still feel like there's maybe 6.7-6.9k but havent found it.

7.4k with super tacked on at the end for a lame bait


Fukua's pretty fun to tinker around with... So far I've got mildly character-specific 200-point improvement to RemiKz's combo, a Kiss loop, seemingly the only possible way she can ever pick up off her air throw solo, and a poor man's ToD off the L5.

/snip
only thing is it's not universal :/
 
here's just a normal bnb i made....no super in the middle or anything. I still feel like there's maybe 6.7-6.9k but havent found it.

7.4k with super tacked on at the end for a lame bait

It's the same as the first one I posted...


again
 
Another day more random stuff... found a cool combo but once again doesn't work on everyone

and airball setup

 
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cr.MP > tk fireball > s.MK works and I can't record and it's useless but swag combos yo

HP > delayed j.HK > fireball > falling j.HK also works swag etc
 
Filled out information for all the combos in the original post so far.

I had a thought, how would everyone like the original post to be used, do we only want the practical stuff posted or should we also mention different combo paths for completion as well as include a "swag" combo section?