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I need help with my Fukua

Banana Bandana

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notstardragon
Unknown Squigly Fukua

These are are my current Fukua combos.
I think there pretty good by them self but, lately I've been watching a lot of Fukua combos videos and feel like I could make them better. Doing more damage and getting well past the 40 of sometimes 50% cap for my combos thus far.

Any input would be greatly appreciated! n_n
 
Have you considered that there are things in this game which aren't combos
Have you considered that there are things about combos in this game which aren't damage

Also if you have watched combo videos in which are better combos than the ones you are doing, why not just copy those from the combo videos

And why aren't you just posting this in the Fukua Combo thread

I am confused
 
Yes,
Yeah,

I wanted to be unique with my combos, If I was completely honest with my self.
And Thought it would have been over looked if i posted it there.
 
Please don't spam/make empty posts.
DID SOMEONE SAY FUKUA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

OMWOMWOMWOMWOMWOMWOMW
 
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why would you go for "uniqueness" over possibly optimized damage in most cases?
 
DID SOMEONE SAY FUKUA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

OMWOMWOMWOMWOMWOMWOMW

Yeah n_n
Your a pretty good Fukua player Josh, Any tips?

why would you go for "uniqueness" over possibly optimized damage in most cases?

I guess I'm kinda weird like that :P
 
why would you go for "uniqueness" over possibly optimized damage in most cases?
YO LET IT ROCK!!!!
Uniqueness breeds discovery which leads to further optimization possibilities.
 
Have you considered that there are things in this game which aren't combos

Where in his post did he imply that combos were the only thing that mattered? I swear sometimes you go out of your way to be snarky and confrontational.

I think there pretty good by them self but, lately I've been watching a lot of Fukua combos videos and feel like I could make them better.

Look here for combos to get an idea of what you should be doing. Don't go overboard with trying to be "original"; if no one else does a thing, it's probably for a good reason.

Also, remember:
  1. Damage scales downwards the more hits your combo has, so try not to use multihit moves at the start of a combo unless absolutely necessary. Likewise, try to make sure you have plenty of high-damage moves early on to maximize damage. Damage scaling maxes past 15 hits, so after that point feel free to use as many multihit moves as you want. Also, certain moves introduce additional damage scaling by themselves. Usually this means command grabs and throws, but certain physical attacks do this as well.
  2. Try and make sure your combo has a few nice places to reset your opponent. Going for max damage is nice, but oftentimes you'll want to reset for even more damage.
  3. Don't be afraid to copy someone else's combo move-for-move, and inversely, don't be afraid to deviate from their combo. What works works!
 
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@Notkastar From the matches I have fought with you and my experience with making combos there are several general rules you want to follow when making Fukua combos:
1. DON'T USE J.HK
2. Use shadows more in your combos to avoid using j.hk early on because j.hk will scale your combo to hell
3. Stay creative and try to go with the combos that use fire jump cancels. ( They are not really high damage combos but they help you learn the properties of Fukua's moves)
4. The number of hits is not important in your combo
5. Don't use j.hkl
 
why would you go for "uniqueness" over possibly optimized damage in most cases?
Because unique strings give you access to unique resets which your opponent hasn't seen 500 times already and which are thus more likely to connect?

Where in his post did he imply that combos were the only thing that mattered?
This was to express my disappointment that I find a thread titled "I need help with my Fukua" and I'm like yeah, let's roll, let's see what he got;
perhaps he wants some advice on spacing in a certain matchup, maybe he doesn't know how good sMK is in neutral, or he requires help on how to zone out Filia (who is too fast for shadows)
And then I open this thing and it's just another zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz combo thread as if the game had nothing else to offer

If someone "Needs help with their <character>" then in 99.99% of cases they have bigger issues than squeezing out another 50 damage on their jump fierce CH corner shit
 
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use j.LP in neutral it's good
 
2. Use shadows more in your combos to avoid using j.hk early on because j.hk will scale your combo to hell
j.hk doesn't even induce scaling anymore. It just deals crappy damage.
 
j.hk doesn't even induce scaling anymore. It just deals crappy damage.
any hit causes scaling
 
@Flotilla, you make some very solid points. Why go for originality when other proven methods work just as well and sometimes even better. Just felt like I should mix it up and see if I could come up with a new way of playing her or something (Guess it's only a pipe dream) and I find scaling really gard with Fukua (j.MP is just to useful :P)

@joshb911
1. Is there a better way to get into a combo?
2. Alright
3. Saw a few combos that did that and I guess it's about time I give it a shot! n_n
4. Herd from many people that using multi hitters later on are good so I guess I want a bit overboard there
5. which move is that again? (I still don't know that many terms n_n")

any hit causes scaling
Does j.HK cause scale you faster?
Edit:Does j.HK cause scaling faster?
(Ugh...really hate it when my dyslexia gets in the way of what I'm trying to say >_I)

(I swear, I type way to slow for my own good :P)
 
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Does j.HK cause scale you faster?
Faster is not the best word to use. It scales because its a low damaging heavy attack (Just to put it in perspective it does the same damage as j.mk). Using it at the start of the combo is like using a medium hit move to end a string you don't want to do that. So getting as many hits as you can that are not jumping heavy kick (the dive kick) near the start is beneficial to preserving the overall damage of your combo.

NOTE:
This does not mean that you should be doing mutli hitting moves either cause those also scale your combo. The typical formula for a solid fukua combo is cr.lk, cr.mp, cr.hp, any shadow, into stuff
 
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any hit causes scaling
j.HK used to induce to 75% (?) scaling. This was taken out on beta, but it deals crappy damage, now.
It means that j.hk conversions/using j.hk on the beginning of a combo is better than it was before, but using it later on a combo (i.e. c.lk c.mp c.hp xx H shadow -> c.mp c.hp xx M shadow) means you won't get as much damage.
 
@joshb911
The thing about that is J.HK is usually my go to Combo starter in most scenarios. Whether it comes to starting a punishing combo from a block Giant Step or a way to stop peacock once I maneuvered around all her projectiles. It's a really useful move to say the least.
The question I'm trying to ask is there another move that effective in those scenarios besides J.HK that would lead to a higher damaging punish?

@Colossi
Yeah, I think it was changed so that the damage it's self wouldn't be the thing you only wanted but the things you could convert off of it. Also I have herd that you would want to get all the heavy hits done in the first 16 hits of the combo because anything beyond that point the scaling would be maxed out and everything you did would just be chip damage from that point on. Being the perfect time to throw in multi hitters sense there's no more scaling to speak of and your just trying to get in as many hits has you can before the end of your combo.

(That's just what I've herd :P)
 
It's situational. Lk shadow is my go to move for punishing. J.hk is ok for an air approach but that's just my opinion. Against giant step j.hp is also pretty decent but requires you to jump right before GS is used making it a bit hard to pull off. The other starter that is good is cr.lk it's fast and it's hard to punish. Next is j.mk a really strong cross up tool similar to kens j.mk in 3S which catches people a lot. Next cr.mk it blows through armor and it can be canceled into s.hk, lk shadow to make it safer. If you want I can work with you later to iron out some of the problems you might be having
 
It's situational. Lk shadow is my go to move for punishing.
Reading that gave me idea for a good combo when I tried using L shadow without using J.hk right after, Thanks for that n_n

It's situational. Lk shadow is my go to move for punishing. J.hk is ok for an air approach but that's just my opinion. Against giant step j.hp is also pretty decent but requires you to jump right before GS is used making it a bit hard to pull off. The other starter that is good is cr.lk it's fast and it's hard to punish. Next is j.mk a really strong cross up tool similar to kens j.mk in 3S which catches people a lot. Next cr.mk it blows through armor and it can be canceled into s.hk, lk shadow to make it safer. If you want I can work with you later to iron out some of the problems you might be having

Yeah, it's very situational. It's pretty good with air approach acting like a grappling hook of sorts but there are beater starter moves and moves in general you can do with her rather then just the one like with the c.lk start or the c.Mk into shadow mix up or as a guard break. (Also, haven't had the pleasure to play Street fighter yet. I played Carl in Blazblue before SG n_n) And I'm up for it if you. I might learn a few things going head to head with you with Fukua.
 
stuff about street fighter

This is what I'm talking about. j.mk does the same type of thing. j.hk also works the same way but IMO j.mk works slightly better due to its hitbox. Ken is kind of the inspiration for alot of the stuff I come up with.
 
Oh, so it works like Carl's Air C (If used at the right time) where it can hit from both sides and could works as a cross over. I get ya

Sorry for asking so many questions but, I got another one. "In the combo with j.Mk, do you do the move by it's self? Or is there some particular way to set things up?"
 
Sorry for asking so many questions but, I got another one. "In the combo with j.Mk, do you do the move by it's self? Or is there some particular way to set things up?"
Can you explain this a little bit? j.mk can be used in a combo or as a stand alone move as a cross up tool. The other cool thing about j.mk is due to the double jump changes if you jump over then double jump the move will automatically correct it's self making it even stronger as a tool. I can show you what I mean a little later if you would like.
 
I meant in the sense of is there any combos at would actually lead up to this as a reset or is it more along the lines of a stand alone Cross over tool.
And looks like you almighty answered it, it can be used for both. in the combo sense like a said up there and as a stand alone. (Not sure how I'm going to do it with out making it foreseeable but, I'm sure I'll figure something out n_n)
Just hit me up in steam Chat pod when your ready man.
I might learn a few things going head to head with you with Fukua.
 
You only have to use j.hk inside combos and after j.lp.
If the enemy screws up, you punish with j.hk. If you can't punish fast enough with j.hk, punish with j.lp > j.hk. If you can't punish with this either, punish with s.lp > whatever chain you do in the ground. If you can't punish with a 5f jab, you can't punish with anything else. Punishing with j.hp or L shadow is a high risk low reward thing.

L shadow is great on neutral, tho.
 
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I'm still not sure if I get away with a j.HP punish anyway. I would probably take the safer path and go with a grab if I do go with j.HP making the recover time into a weapon n_n

Thanks for jab idea
(Now I have more then one plan of action if I do go for the punish besides the j.HK)

I would think so, it pushes them into range to ether go in with a j.hk or a quick s.HP n_n
 
One way to get better just in general is playing with other players online or locally. Since you have a Steam username I can safely guess you play on PC, so I believe you shouldn’t have too much trouble finding a community which plays Skullgirls online and a chatroom. You can practice combos in the lab forever, but when you apply them against another player you'll be facing other aspects and playing under pressure which might make you cross wires or forget things. Plus people of higher calibre can give advice since they'll see how you play.

Another thing is just learning the basics of the game, just knowing the basics can help you with split-second decisions during combos or maybe switching it up to catch people off guard. It's also very important you can react to hit confirms and push blocks since if someone keeps blocking your normal moves and pushing you away you'll be as effective as water on a duck's back. Beginner Resources Thread is a good read for the basics.

Afterwards I would learn the Bread n' Butter combos for Fukua, which Flotilla posted above, so you can do them very easily off hit confirms by reaction and almost never drop.
 
One way to get better just in general is playing with other players online or locally. Since you have a Steam username I can safely guess you play on PC, so I believe you shouldn’t have too much trouble finding a community which plays Skullgirls online and a chatroom. You can practice combos in the lab forever, but when you apply them against another player you'll be facing other aspects and playing under pressure which might make you cross wires or forget things. Plus people of higher calibre can give advice since they'll see how you play.

Another thing is just learning the basics of the game, just knowing the basics can help you with split-second decisions during combos or maybe switching it up to catch people off guard. It's also very important you can react to hit confirms and push blocks since if someone keeps blocking your normal moves and pushing you away you'll be as effective as water on a duck's back. Beginner Resources Thread is a good read for the basics.

Afterwards I would learn the Bread n' Butter combos for Fukua, which Flotilla posted above, so you can do them very easily off hit confirms by reaction and almost never drop.

It really took me forever for me to get back to this.
Sorry about that.

Anyway, PC play is the only thing I have Skullgirls for at the moment so yeah there is no shortage of people to fight/learn from. Somewhere in my thoughts of thoughts I knew that was the case but still, it doesn't hurt to hit the training room to get the idea or get an idea of/for a combo before trying it out on the battlefield (Practice makes perfect imo.) I have meet people like that on online battles that help me out with my gameplay quite a bit (josh and Ravendeth are the fist too come to mind)

I really do gotta learn the basics someday. Still having trouble with cross over resets, split-second resets that Eliza and Bella can do and the first second or so when I realize there blocking my attack :P
I would go for a grab there but, by the time I realize I should they realize I'm about to go for one and jump out of it. (It may sound rare but, it happens all the time too me :P) I'll give the thread a read, It'll probably help me out with the weak points I mentioned n_n

That good to here, The less drop-able the combo the better. :)