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Fukua's Original Combos

SOMEONE PLEASE TELL PEOPLE TO STOP EFFING STARTING WITH JUMP-INS FFS

(Sorry for yelling but this is annoying)
You're acting like that's too hard for Fukua, the lady with the 9f divekick button.

Edited for framage.
 
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You're acting like that's too hard for Fukua, the lady with the 9f divekick button.

Edited for framage.
....is everyone missing the point entirely...nvm.
 
Yeah it i

Yeah it is but jeez, that's not standard combo etiquette for videos. It's common knowledge for the most part; not every starts combos with jump-ins, nor should that be calculated into damage
J.hk is a throw whiff punish. I would almost agree with you but knowing that there's no way I can in good conscience.

If the point of combo vids is to show viable combos, considering the nature of j.hk I think it's important.

Now, when comparing combos the starter matters. But otherwise, combos are combos. Different strokes for different folks, I guess.
 
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Here's my day1 7.6k combo. Includes a double jump link and is universal.
Now I just need to find a place to stuff a LnL assist into the combo...


Edit: Notation

cr.LK-MP-HP xx mk shadow
j.HK, st.MK-HP
j.HP-HK xx L fireball (double jump)
J.LP-HP-HK
St.LP-LP, cr.MK,cr.HP xx HK drill xx DRILL TO THE HEAVENS!
 
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that double jump reduces your damage really badly tho...
 
As of now I've just been using

c.LK, MK, HP,
j.HK,
HP,
j.HP, j.HK,
c.MP, c.HP, MK Clone,
j.LK, j.HK,
LKLK, c.MK, c.HP, HK Drill, Drill super

The damage was something like 7.8k and seems to be universal.
 
I don't really take complete credit for it, I took a bit from winnie.
 
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remikz that combo does a little over 7K not quite 7.8.

still better than what i was using though.

also @Fedora_Ninja i took the liberty of getting the notation for that combo of yours so you could add it to your post maybe.

cr.LK-MP-HP xx mk shadow
j.HK, st.MK-HP
j.HP-HKxxL fireball (double jump)
J.LP-HP-HK
St.LP-LP, cr.MK,cr.HPxxHK drillxxDrill super

one thing i noticed is that after the MK shadow instead of using the st.MK you can just go straight into st.HP and you may get a little more damage. i havent tested it yet though.

edit : 100 less damage, and its a little harder to do lol.
 
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remikz that combo does a little over 7K not quite 7.8

?????

1xZjC9v.png


Definitely looks like 7.8k to me
 
?????

1xZjC9v.png


Definitely looks like 7.8k to me

huh? thats weird. i couldve sworn i did the combo right. let me check again...

edit : my mistake, i assumed the first MK was a crouch one to pull them in a little closer.
 
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I pretty much always hit confirm with c.LK s.MK since it moves her so far forward, there's practically never a time HP won't follow up after it.
 

Corner combo for lights (except squigs) after messing around a bit.
 

works on everyone but do s.lp, c.mp, c.hp instead of s.hp on double and BB
 
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Finally sat down and made myself a corner combo:

c.lk, s.mk, s.hk, H clone,
s.hp, j.hp, j.hk,
c.mp, s.hk(c.hp on heavies), M clone,
j.lk, j.hp, j.hk,
s.lk, s.lk, c.mk, s.hk, H drill, super

8406 and 8361

edit: thanks remikz ^^'
 
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I assume you do HK drill before the super right
 
Haven't been around for awhile. Decided to pick her up again once she hit the non-beta version and put this together.


st.LK, st.MK, st.HP,
forward jump
j.HP, j.HK,
land
st.LK, st.HP,
forward jump
j.LK, j.MK, j.HK,
land
st.LP, st.MP, st.HP,
forward jump,
j.MP (wait), j.HK,
land
QCF+KK

6,987 damage, pushes to corner from mid screen.
 
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D3v, you're still alive?! :o
 
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D3v, you're still alive?! :o
I still pick the game up every now and them. But I'm currently busy preparing for SEAM.
 
My basic BnBs:

2LK (5LK) 2MP 2HP xx 214HK confirm (close range)

7962 damage

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


2LK (5LK) 5MK 5HP confirm (mid range)

7830 damage

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


2LK (2LK) 5MK 2HP xx 214LK confirm (furthest range without 2MK) (I think this is probably the best confirm)

7957

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


A few important notes.

The optimal confirm is obviously the grounded shadows one, but it is quite short range, I mostly only use it under assist or out of resets.

The third confirm pretty much works from max 2LK range, the only way to get a longer confirm is using 2MK(2) and it does MORE than other confirms with less range that it, it seems.

The last string should use 5LP LP not 5LK LK because some characters (at least Fortune) move outside 5LK range after j.HK due to the recent changes to j.HK trajectory.

The combos probably aren't optimal, I've mostly been trying to optimise the early parts of the combos, I'm not as great at damage optimisation later in the combo.
 
Heres a good double jump combo.
7.2k

c.lk > s.mk > s.hp
j.hk > l.lovedart > j.hp > j.hk
c.mp > c.hp > m.shadow
j.mp > j.hk > s.lp(x2) > c.mp > c.hp > H.drill > 236KK

Super jump after M.Shadow to get every hit of j.mp and to make sure j.hk connects

Resets from this :
-after the first love dart you can double jump then air grab. Hard knockdown = 50-50
-after m.shadow do whatever.
-last string swap c.mp with c.mk(x1) and command throw
-swap 236KK with 236PP for hard knockdown
-last 2 strings after c.mp do c.hk > command grab or assist call for crossunder

Burst baits :
-M.shadow > j.hp (run up jump backwards)
-M.shadow > j.hk > j.hp (Everyones seen this)
-M.shadow > j.lp > j.hk > l.lovedart > air throw

And if you are running Fukua/Squigly then after 236KK you can battle opera and get both charges. Its kinda the best
 
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And if you are running Fukua/Squigly then after 236KK you can battle opera and get both charges. Its kinda the best
Yyyyyep!

Watch out for the times they land if they try car. I mention this because this mess also works midscreen setting up the oki for you to get both charges.
 
Does anyone know an good Light, Medium, Heavy combo for Fukua? At least 20 combo please.

The only combo I know is this.: c.LP, c.MP, s.HP inair j.LK, j.MK & j.HK
 

Works on everyone except Big Band, and Double. Kinda tricky on Bella.
 
Heard you guys hate combos starting with jump ins...

So I recorded one that starts with three! -_^b

 
These are all the combos I have found for every situation I get hits in. They are mostly optimized but I would love to see them get even better so here they are. Have fun and see if you can get more damage form the same start.


Mid Screen universal no otg (BNB):
cr.lk > cr.mp > cr.hp > hk shadow > s.mk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(8051 with drill super) (6861 no super)


Corner combo on light characters:
cr.lk > cr.mp > cr.hp > hk shadow > j.hk > s.hp > j.hp > j.hk > cr.mp > s.hk > mk shadow > s.lk(x2) > cr.hp > s.lp > s.lk > cr.mk > s.hk > hk drill > super
(8296 with drill super) (7106 no super)


Corner combo on heavy characters:
cr.lk > cr.mp > cr.hp > hk shadow > s.hp > j.hp > j.hk > cr.mp > cr.hp > s.mk > cr.hp > s.lk(x2) > cr.hp > s.lp > s.lk > cr.mk > s.hk > hk drill > super
(8252 with drill super) (7062 no super)


After assist or armor grab (goto otg combo):
s.mk > s.hp > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.lk > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > (super)


After any throw into BFF or raw BFF:
s.mk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > (super)


After mk shadow start:
j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > s.mk > s.hp > j.lk > j.hk > cr.lp(x2) > cr.mk > cr.hp > hk drill > super
(8201 with drill super) (7011 no super)


After hk shadow:
s.mk > s.hp > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.lk > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(8630 with drill super) (7440 no super)


After lk shadow:
j.hk > s.hp > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.lk > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(7892 with drill super) (6702 no super)


Counter hit combo:
j.hk > cr.mp > cr.hp > hk shadow > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hp > s.lk(x2) > lk shadow > s.mk > cr.hp > s.lp > s.lk > cr.mk > cr.hp > hk drill > super
(9603 with drill super) (8463 no super)
 
These are all the combos I have found for every situation I get hits in. They are mostly optimized but I would love to see them get even better so here they are. Have fun and see if you can get more damage form the same start.


Mid Screen universal no otg (BNB):
cr.lk > cr.mp > cr.hp > hk shadow > s.mk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(8051 with drill super) (6861 no super)


Corner combo on light characters:
cr.lk > cr.mp > cr.hp > hk shadow > j.hk > s.hp > j.hp > j.hk > cr.mp > s.hk > mk shadow > s.lk(x2) > cr.hp > s.lp > s.lk > cr.mk > s.hk > hk drill > super
(8296 with drill super) (7106 no super)


Corner combo on heavy characters:
cr.lk > cr.mp > cr.hp > hk shadow > s.hp > j.hp > j.hk > cr.mp > cr.hp > s.mk > cr.hp > s.lk(x2) > cr.hp > s.lp > s.lk > cr.mk > s.hk > hk drill > super
(8252 with drill super) (7062 no super)


After assist or armor grab (goto otg combo):
s.mk > s.hp > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.lk > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > (super)


After any throw into BFF or raw BFF:
s.mk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > (super)


After mk shadow start:
j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > s.mk > s.hp > j.lk > j.hk > cr.lp(x2) > cr.mk > cr.hp > hk drill > super
(8201 with drill super) (7011 no super)


After hk shadow:
s.mk > s.hp > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.lk > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(8630 with drill super) (7440 no super)


After lk shadow:
j.hk > s.hp > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.lk > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(7892 with drill super) (6702 no super)


Counter hit combo:
j.hk > cr.mp > cr.hp > hk shadow > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hp > s.lk(x2) > lk shadow > s.mk > cr.hp > s.lp > s.lk > cr.mk > cr.hp > hk drill > super
(9603 with drill super) (8463 no super)


These combos ARE pretty much optimal, just a note. Ok figured out that one too.

EDIT: I'll update the first post with these.

EDIT2: Figured the timing out on that one.
 
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Counter hit combo:
j.hk > cr.mp > cr.hp > hk shadow > j.hk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hp > s.lk(x2) > lk shadow > s.mk > cr.hp > s.lp > s.lk > cr.mk > cr.hp > hk drill > super
(9603 with drill super) (8463 no super)
S.lk into L shadow? That works?
 
S.lk into L shadow? That works?
Um... Apparently so. Just did it.
 
These combos ARE pretty much optimal, just a note. 5LK LK as the final string is not character universal.

EDIT: I'll update the first post with these using 5LP

EDIT2: I can't even hit j.HP j.HK > 2MP in your BnB on Squigly?

s.lk(x2) works on everyone you just have to time it so you hit them before they hit the ground and the cr.mp > cr.hp only whiffs on Squigly in the corner so you have to use a different combo.

I'll record some if the combos you may have trouble with when I get the chance but all of them work when done the right way.



s.lk has the same amount of hit stun as s.mp I think and that combos into lk shadow at close range.
 
s.lk(x2) works on everyone you just have to time it so you hit them before they hit the ground and the cr.mp > cr.hp only whiffs on Squigly in the corner so you have to use a different combo.

I'll record some if the combos you may have trouble with when I get the chance but all of them work when done the right way.



s.lk has the same amount of hit stun as s.mp I think and that combos into lk shadow at close range.
Yep figured it out, it is difficult to get all the hits of j.MP and get the in air 5LKs though haha.
 
Recorded Winnie's standard BnB, mainly cause it gives me a reason to practice lol.

My hands decided to do j.mk instead of j.mp when I recorded it, so I assumed that and maybe not all the hits of the h.drill reduced the damage slightly. Hopefully it still helps someone:

 
I posted this in the tech thread a few days ago, but I might as well post it here. They don't deal a lot of damage. :(