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Fukua's Original Combos

So I can now say with confidence that these are the highest damage combos off a counter hit that can theoretically be done
this is a counter hit combo (mid screen)
j.hp, cr.hp, lk shadow, s.hp, j.hp, j.hk, cr.mp, cr.hp, mk shadow, j.mk, j.hk, s.mk, j.lk, j.hp, j.hk, s.lp (2), cr.mk, cr.hp, H drill, Drill to the heavens (around 8.85 k)

(Corner)
j.hp, s.hk, lk shadow, s.hp, j.hp, j.hk, cr.mp, s.hk, mk shadow, j.mk, j.hk, s.mk, s.hp, j.lk, j.hp, j.hk, s.lp, cr.mk, s.hk, h drill, drill to the heavens (9.2 k)
 
prove me wrong then ;)
Well for one you forgot to specify how much meter you're spending, so there's a gaping loophole. :^)
Cuz like, corner CH Lv5, s.HK xx L Shadow, s.HP /\ j.HK \/ s.LP->s.HP /\ j.MK->j.HK \/ s.LK->MK->HK->HK drill is like 12.4k. And the CH doesn't even matter. :^P
 
j.hp is the kind of move you use with a upback and they are higher than you. Other than that, only combo filler. She ain't Filia.
 
j.hp is the kind of move you use with a upback and they are higher than you. Other than that, only combo filler. She ain't Filia.
I said theoretical damage. Also j.hp is not as hard to combo into as you think (off a hard knock down jump over the opponent and then at the last minute either jump over to the other side or double jump on the same side.)

@Mike_Z yeah you right (._.) it should say 1 bar
 
So here is the footage
Midscreen:
Corner:
 
fun double snap with L fireball
works on peacock, big band, fortune, beowulf.
I think you can count parasoul in too, but the fireball will hit her right after it comes out, instead of bouncing on the ground.
works with hard timing on val and double.
 
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L shadow is a pain against Double and sometimes Squigly, iirc.
 
L shadow on double to cause a knock up is stupid hard. It's based on her arc. The key is to use L shadow when double reaches the peak of the arc and hope to god that it connects
 
you can just start the combo from c.lk, c.mk, c.hp, L shadow tho
 
I've always liked fireballs in combos. Too bad they only link into lights, but the damage is acceptable.
This combo probably doesn't work on val, fortune, painwheel and maybe peacock because s.lk sucks and c.lk goes under them.
 
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My 1 meter or less! Fukua combos-
Key:
() = Optional/Situation-based. You'll see this mostly for combo starters, but occasionally, some are character specific
* = Burst branch
{} = Reset
:D: or :B: = Hold DOWN or BACK
/ = Another route
** = Notes

Fukua Sets Mode +R BURST BAIT

1. (Butterfly Kiss > Heartseeker) / (Jumping Jab > Butterfly Kiss)
2. (Ankle Sock > Fukua Sets Mode +K) > Chompadour
3. Heartseeker > Butterfly Kiss
4. Fukua Sets Mode +K > Chompadour
5. Bounce, No Volume > (Heartseeker) > Butterfly Kiss
6. :B: Fukua Sets Mode +K
7. *If Burst: Start again from 2
Otherwise Forever A Clone [L]

**Can be a bit janky depending on the time the opponent bursts, if they do. Will not work on bursts faster than 5 frames. Will introduce a more dependable variation further down.
** How it works: By holding back, you get Fukua attempting to block the burst and she shirks her hitbox further from the opponent, and the burst will miss.


Tender Reset

1. (Butterfly Kiss > Heartseeker) / (Jumping Jab > Butterfly Kiss)
2. (Ankle Sock > Fukua Sets Mode +K) > Chompadour
3. Heartseeker > Butterfly Kiss
4. {Tender Embrace} > Best Friends Forever
5. Dash > Ariel Rave > Queue Sting > Forever a Clone M
6. (You reset. Do whatever you want.)

Shamone Boot Kicker

1. (Butterfly Kiss > Heartseeker) / (Jumping Jab > Butterfly Kiss)
2. (Ankle Sock) > Fukua Sets Mode +K > Shamone Boot > (Forever a Clone [L]) > Best Friends Forever
3. Dash > Ariel Rave > Queue Sting > Forever a Clone [M]
4. Butterfly Kiss
5. Fukua Sets Mode +K > Chompadour
6. Bounce, No Volume > (Heartseeker) > Butterfly Kiss
7. Knee High > Fukua Sets Mode +K > Queue Sting > Platonic Drillationship / *Fukua Sets Mode +K / {Tender Embrace}

Fukua sets mode +K with a BOOT! BURST BAIT

1. (Butterfly Kiss > Heartseeker) / (Jumping Jab > Butterfly Kiss)
2. (Ankle Sock > Fukua Sets Mode +K) > Chompadour
3. Heartseeker > Butterfly Kiss
4. Fukua Sets Mode +K > Shamone Boot > (Forever A Clone [L]) > Best Friends Forever
5. :B: Fukua Sets Mode +K
6. *If Burst Dash > Ankle Sock > French Twist > Chompadour
7. Go to 3, Repeat.
** The easier use of Fukua Sets Mode +K Burst I promised.
**Generates enough meter to be a perpetual motion device, if your opponent doesn't wise up and mashes.


Butterfly Net BURST BAIT

1. (Butterfly Kiss > Heartseeker) / (Jumping Jab > Butterfly Kiss)
2. (Ankle Sock > Fukua Sets Mode +K) > Chompadour
3. Heartseeker > Butterfly Kiss
4. Fukua Sets Mode +K > Shamone Boot > (Forever A Clone [L]) > Best Friends Forever
5. Dash > Ariel Rave > Queue Sting > Forever A Clone [M]
6. Butterfly Kiss :D:
7. *If Burst: Butterfly Kiss again
Otherwise, grab or something
 
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What is this notation? Just use standard notation like French twist=cr.mk or butterfly kiss= QCF. lp/mp/hp

I don't know half of the names of Fukua's moves lol

Also the last one.... Why would you waste another bar when you can burst right before the second fireball super hits you nullifying the super?
Also the second burst bait... I would not suggest doing BFF after the l shadow one your assuming that the opponent will burst and two if your wrong your gonna get destroyed
Lastly the command grab reset you don't need the air fireball to grab, Fukua has much better options then to reset out of her air fireball with tender embrace
 
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I might consider it a combo?

c.LP c.MP c.HP → c.HP → c.MP c.HP → s.MK c.HP → s.LP s.MK c.HP → s.LK s.MK c.HP → 236HK → Super
 
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@A Red Mage Please use Standard notation

To transcribe what you wrote
Fukua s.mkBURST BAIT
Starter: j.hk,J.hp/j.lp > J.hk
c.lk, s.mk, s.hp
j.hp,j.hk
s.mk, s.hp
j.mk, j.hp(optional) j.hk
s.mk
*if burst then do c.lk,s.mk,s.hp, otherwise L clone*


1. (Butterfly Kiss > Heartseeker) / (Jumping Jab > Butterfly Kiss)
2. (Ankle Sock > Fukua Sets Mode +K) > Chompadour
3. Heartseeker > Butterfly Kiss
4. Fukua Sets Mode +K > Chompadour
5. Bounce, No Volume > (Heartseeker) > Butterfly Kiss
6. :B: Fukua Sets Mode +K
7. *If Burst: Start again from 2
Otherwise Forever A Clone [L]

**Can be a bit janky depending on the time the opponent bursts, if they do. Will not work on bursts faster than 5 frames. Will introduce a more dependable variation further down.
** How it works: By holding back, you get Fukua attempting to block the burst and she shirks her hitbox further from the opponent, and the burst will miss.

Tender Reset:
Starter: j.hk,J.hp/j.lp > J.hk
c.lk, s.mk, s.hp
j.hp, j.hk
Cmd grab(tender embrace > BFF
Dash, c.mp, c.hp, M clone,
*do w.e reset*

Starter: s.hk

c.lk,s.mk,s.hk, L clone, BFF
Dash, c.mp,c.hp,M shadow
j.hk
s.mk, s.hp
j.mk,j.hp,j.hk
s.lk,s.mk,c.hp, H drill/ s.mk, Cmd grab

Fukua s.mk BURST BAIT 2
Starter: j.hk,J.hp/j.lp > J.hk
c.lk, s.mk, s.hp
j.hp,j.hk
s.mk, s.hk, L clone, Bff
(move back), s.mk
*if burst* c.lk,c.mk,s.hp



Starter: j.hk,J.hp/j.lp > J.hk
c.lk, s.mk, s.hp
j.hp,j.hk
s.mk, s.hk, L clone(optional),BFF
Dash, c.mp, c.hp, M shadow
J.hk
*if burst* j.hk,

other wise you get a mix-up
Mind you it took me 10 minutes of my time to transcribe this. Please for the sake of being easily read by people that know standard notation please use them. otherwise your post may not be read at all.
 
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Didn't understand the s.mk burst bait.
 
@A Red Mage Please use Standard notation

To transcribe what you wrote
Fukua s.mkBURST BAIT
Starter: j.hk,J.hp/j.lp > J.hk
c.lk, s.mk, s.hp
j.hp,j.hk
s.mk, s.hp
j.mk, j.hp(optional) j.hk
s.mk
*if burst then do c.lk,s.mk,s.hp, otherwise L clone*
Nope. That's incorrect. :P

Ankle Sock is ALSO a starter and should not be used after Butterfly Kiss/Heartseeker. At least I didn't write it suggesting otherwise.
I mean, you -could- but I wouldn't.
 
I'm confused on what's incorrect. Oh the "steps" you made.

And this is why you use standard notation. Your post was fortunately able to be read. Nitpicking the transcription doesnt change anything i suppose so i'm not bothered in the slightest.
 
I think that a "burst bait" that relies on a 10f burst delay can hardly be called a burst bait.
 
Why are burst baits even in the combo thread?
 
I think that a "burst bait" that relies on a 10f burst delay can hardly be called a burst bait.

Actually, I'm willing to devil's advocate on this one because burst baits that rely on delays and multiple hits imo are stronger/better than burst baits that are safe on the first hit considering the latter is only gonna catch mashing and the former can -encourage- a burst from a careful player or put you into an advantageous situation if they don't burst, or even do burst safely if you're still in blocking range, perhaps.

So it's far from a great burst bait, considering its a 10f delay on one hit, but I wouldn't say it's not a burst bait. I even call unsuccessful burst baits, burst baits. What even is succesful?
When dhoppler DHC'd from fortune to peacock after taking her head off, he started triggering IPS and got bursted fullscreen. Except, that was what he wanted. Success??? He technically baited them into bursting..

SEMANTICS YEAH
 
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I can agree on the multihitting, but I don't think that s.mk fits in here. Actually, I don't think Fukua has any kind of safe multihitting burst bait other than j.hk > j.hp and some weird air fireball near the ground > s.lp (triggers burst) > c.mp that is character specific.
 
air drill super is a multi hit burst bait
 
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I've always liked fireballs in combos. Too bad they only link into lights
Fireballs totally don't only link into lights?!

jHK xx L.Dart links into Heavies both in the air (via doublejump jHK) and on the ground (just anything after landing - although it's a 1f link into sHK)

Ground Fireballs only go into sLP due to being +6 on hit (which then still is a 1f link), but those aren't what you're doing
 
Fire jump j.hp is also a thing. If you want that real soviet damage
 
I'm confused on what's incorrect. Oh the "steps" you made.

And this is why you use standard notation. Your post was fortunately able to be read. Nitpicking the transcription doesnt change anything i suppose so i'm not bothered in the slightest.
I just notate how I feel like it. I am not required to conform to the standard and you really didn't have to convert them. I'm fine with what I posted, and if it doesn't get read/get's ignored, s'all good.
 
Things

Hi there, I edited your post to be in spoiler tags because

  1. Your roundabout way of writing notation made your post stupidly big, and
  2. No one wants to decipher such roundabout combo notation.
There is ZERO reason to write out move names in notation rather than just saying s.LP, c.MK, j.HP, etc. There are at least 252 normals with unique names in Skullgirls, so writing out their names in notation and expecting everyone to have memorized them by heart is absurd.

(Don't mind me, just cleaning out the report queue.)
 
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