So I have noticed that a lot people play Fukua keep away and do not utilize her best tools up close. SO.... here is a thread for you guys that want to play her as a rush down character rather then keep away. This is not gonna be a guide on Fukua if you want that check out the "art of Fukua" (or whatever the title is now) on Dreamepitaph's page.
So I guess Ill start with some basic tech that I have found is really useful for playing Fukua as a pressure based character.
How do you get in as Fukua?
Ok now I'm in now what?
"But Josh I don't wana play solo! WHAT DO I DO!?!?!?!" Don't worry I got you covered. Time to take a look at some of Fukua's hommies:
Now these are only my opinions on how to play Fukua with a more pressure based play style. In my opinion these tools are what make Fukua scary not her keep away.
I would love to hear anyone's opinions on my thoughts or would like to add anything they have noticed for Fukua rushdown (so I can start using them 0_0)
So I guess Ill start with some basic tech that I have found is really useful for playing Fukua as a pressure based character.
How do you get in as Fukua?
There are two moves that are incredibly useful for getting in and maintaining pressure on your opponent
s.HK:this is great for punishing an opponents grab attempt or a light normal because it pushes back your hit box and then moves you forward which maintains your pressure it can also be canceled into lk shadow if blocked to keep it relatively safe
cr.HK: this another great move for getting in on an opponent and getting under a lot of zoning tools(paras NS, Squigs Silver chord, peacocks Mag etc...) It causes knockdown that you cant combo after which is not good :(
run in: A lot of people don't expect you to run in with Fukua so its really useful at scaring people and getting in at the same time
Punish them: Fireball super is probaly the best pressure tool in Fukua's box if you see your opponent going for something you can throw it out to keep them in check (use with caution though)
BFF: Very similar to fireball super but is especially powerful against characters that constantly throw stuff at you (best used when you are less than 3/4 of a screen away from opponent) Incredibly powerful because you can combo after it.
cr.HP: incredibly long distance attack that is really useful at punishing people and best of all is that if your reaction time is good you can cancel into love dart then BFF for a great hit confirm set up (its similar to ken's hit confirm cr.mk, hadouken, SA3 set up)
s.HK:this is great for punishing an opponents grab attempt or a light normal because it pushes back your hit box and then moves you forward which maintains your pressure it can also be canceled into lk shadow if blocked to keep it relatively safe
cr.HK: this another great move for getting in on an opponent and getting under a lot of zoning tools(paras NS, Squigs Silver chord, peacocks Mag etc...) It causes knockdown that you cant combo after which is not good :(
run in: A lot of people don't expect you to run in with Fukua so its really useful at scaring people and getting in at the same time
Punish them: Fireball super is probaly the best pressure tool in Fukua's box if you see your opponent going for something you can throw it out to keep them in check (use with caution though)
BFF: Very similar to fireball super but is especially powerful against characters that constantly throw stuff at you (best used when you are less than 3/4 of a screen away from opponent) Incredibly powerful because you can combo after it.
cr.HP: incredibly long distance attack that is really useful at punishing people and best of all is that if your reaction time is good you can cancel into love dart then BFF for a great hit confirm set up (its similar to ken's hit confirm cr.mk, hadouken, SA3 set up)
Ok now I'm in now what?
Once you get in on people you have several options:
You have the flowchart based pressure which is just j.hk, air lp love dart (really useful cause it can sometimes crossup people and provides you with blockstun to do stuff), cr. lk, lk. shadow the issue with this is that people will soon learn that you don't have an overhead so you gotta switch it up also some characters have tools to deal with this vortex.
During the flowchart based pressure there are several points where you can play mind games on your opponent:
You have other options for pressuring up close:
Kara throwing is really useful for once again scaring people because many people do not expect a character to run at them
So how do I kara throw?:
Keeping your opponent in check with periodic cr. lk is a great tool for poking because its fast and is plus on block and you can then go into a combo if it hits. Also note that cr.lk is a great tick throw tool ;)
Pointblank fireball super is another great pressure tool for two reasons:
Beware of abusing fireball super though cause if certain characters are crouching it will whiff (unless your playing beta)
Also you have the power of the most horizontal dp ever made. Drill can be used similarly to BFF but instead of punishing a longer whiff you can punish low start up moves with invincibility (it works on the same basis as a shoryuken)
So more pressure options!!
You have the flowchart based pressure which is just j.hk, air lp love dart (really useful cause it can sometimes crossup people and provides you with blockstun to do stuff), cr. lk, lk. shadow the issue with this is that people will soon learn that you don't have an overhead so you gotta switch it up also some characters have tools to deal with this vortex.
During the flowchart based pressure there are several points where you can play mind games on your opponent:
* After the air love dart you can jump straight up and see if you opponent was mashing or not
* When you land after the air love dart you can go for a grab (I would suggest QCF grab)
* If your opponent is up-backing you can use the cr. lk to keep them in check
* If your opponent is just blocking low you can use hk shadow to start a combo (only do this if you are sure they are blocking low cause you will get punished if you guess wrong)
* When you land after the air love dart you can go for a grab (I would suggest QCF grab)
* If your opponent is up-backing you can use the cr. lk to keep them in check
* If your opponent is just blocking low you can use hk shadow to start a combo (only do this if you are sure they are blocking low cause you will get punished if you guess wrong)
You have other options for pressuring up close:
Kara throwing is really useful for once again scaring people because many people do not expect a character to run at them
So how do I kara throw?:
* run in s.mk cancel to QCF grab (similar to Chun's s.hk kara grab in third strike) very effective up close
* run in when you are about 1/3 of a screen away from someone s.hk cancel into QCF grab at just the right moment
* run in when you are about 1/3 of a screen away from someone s.hk cancel into QCF grab at just the right moment
Pointblank fireball super is another great pressure tool for two reasons:
* Its safe at certain distances
* It chips the hell out of people
* It chips the hell out of people
Also you have the power of the most horizontal dp ever made. Drill can be used similarly to BFF but instead of punishing a longer whiff you can punish low start up moves with invincibility (it works on the same basis as a shoryuken)
So more pressure options!!
cr. mk: use this against Painwheel and bella why(blows through armor)
j.mp: hard to push block and blows through armor
j.mp: hard to push block and blows through armor
"But Josh I don't wana play solo! WHAT DO I DO!?!?!?!" Don't worry I got you covered. Time to take a look at some of Fukua's hommies:
Val
Filia
Double
Parasol
Big Band
Fortune
Bella
Now there are plenty of other assist options open for Fukua but these are my favorite :)
What a great partner so much unused potential...
So what your gonna want for a val assist is cr. mk if your into oki setups and what not, grab for added pressure and confusion, bypass for added damage and conversions, lastly consider s.hk for an anti air (really under utilized)
So what your gonna want for a val assist is cr. mk if your into oki setups and what not, grab for added pressure and confusion, bypass for added damage and conversions, lastly consider s.hk for an anti air (really under utilized)
The sisters are back with a vengeance and are better then ever 0.0
So some Filia assists your gonna want to use: Of course we have the updo (super over used) which is great for pressure and added damage to your combos, next we have french twist (cr.mk) the confusion and oki setups that are possible are endless with this beast, next we have hairball which is useful as a lock down move and for chip, lastly we have s.hk (wait that's an assist 0.0) it is now it blows through a lot of reversals and is fantastic for DHC options at the end of a combo.
So some Filia assists your gonna want to use: Of course we have the updo (super over used) which is great for pressure and added damage to your combos, next we have french twist (cr.mk) the confusion and oki setups that are possible are endless with this beast, next we have hairball which is useful as a lock down move and for chip, lastly we have s.hk (wait that's an assist 0.0) it is now it blows through a lot of reversals and is fantastic for DHC options at the end of a combo.
This beast.... So the go to lock down assist for almost every team you'll ever see is bomber its got invincibility and it pressures opponents (and you can convert off it easily) and filia slide (?) useful to punish and provides an oki setup for hard knock downs
Already know I'm going to say napalm pillar.....
Very powerul for the zoning game but here's how to utilize this beast up close: utilize Beat extend (A great DP option that's ridiculously fast) and take the a train (light) why because you can scoop people if you have them locked in the corner and if you play Fukua smart you can basically tick throw you opponent with this method
Ok so many of you are going to think use fiber uppercut but no..... Fortune's best assist in this case is her instant air axe kick because as previously mentioned Fukua lacks a fast neutral overhead and this move is fantastic for that high low mixup
Ok so this is the big one..... First there are two ways to play this assist damage and lock down: Lock and load is the go to assist for all the high level bella players why? because it does like 1.5k damage, it's powerful in combos, and its armored. The lock down method is to use cerecopter (my main assist) because it provides air coverage, hella chip, time to reposition yourself, and you can hide inside the animation to confuse your opponent
I would love to hear anyone's opinions on my thoughts or would like to add anything they have noticed for Fukua rushdown (so I can start using them 0_0)
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