- Joined
- Jun 29, 2016
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I know I'm still relatively new to Skullgirls (Been playing for about 8-9 months) and especially to the SGC, but I feel I still want to make this thread just to get everyone's opinion on these new Fukua shadow changes that have occurred over the past month or so, starting with mine.
...Or maybe this thread will be lost in obscurity, that might happen too.
Anyways, I guess I can start things off with this: the first time I saw the new shadows and how they can be held for five seconds, initially I was okay with it. I guess what bothered me about them was the fact that the patch as a whole is considered a "balance patch" and yet they changed something so majorly as this, but for the most part I was okay. Dealing with the M.shadow that came with the change was pretty simple thanks to a few small combo videos I looked up about a week after the patch was in beta.
The real problem is the update that came after. The update that came Monday. M shadow changed completely from an anti-air secondary launcher, to a hitgrab. Yeah. Now, when I read the patch notes for this, I was calm and was actually okay with the hitgrab since I like using the armor grab with Fukua (I'm trash I know) but then I actually tried it in the lab and played with some friends in beta. I know it can combo off of J.hk, but that's not good enough honestly. Fukua can no longer deal with zoners and as stated before, has lost her anti-air and secondary launcher. Overall, she's no longer an all around character. Honestly, I'm not upset about the hitgrab shadow but more annoyed. I'm not sure how Mike Z thought this was supposed to make Fukua more viable. Sure the hitgrab is a good assist, but if you look at my profile, I'm a solo player. How does a hitgrab shadow add to Fukua's viability and overall gameplay?
What are your thoughts on these new shadows, more specifically, the new hitgrab shadow? I would love to hear from some Fukua mains especially for their opinion.
And also, thanks for reading.
...Or maybe this thread will be lost in obscurity, that might happen too.
Anyways, I guess I can start things off with this: the first time I saw the new shadows and how they can be held for five seconds, initially I was okay with it. I guess what bothered me about them was the fact that the patch as a whole is considered a "balance patch" and yet they changed something so majorly as this, but for the most part I was okay. Dealing with the M.shadow that came with the change was pretty simple thanks to a few small combo videos I looked up about a week after the patch was in beta.
The real problem is the update that came after. The update that came Monday. M shadow changed completely from an anti-air secondary launcher, to a hitgrab. Yeah. Now, when I read the patch notes for this, I was calm and was actually okay with the hitgrab since I like using the armor grab with Fukua (I'm trash I know) but then I actually tried it in the lab and played with some friends in beta. I know it can combo off of J.hk, but that's not good enough honestly. Fukua can no longer deal with zoners and as stated before, has lost her anti-air and secondary launcher. Overall, she's no longer an all around character. Honestly, I'm not upset about the hitgrab shadow but more annoyed. I'm not sure how Mike Z thought this was supposed to make Fukua more viable. Sure the hitgrab is a good assist, but if you look at my profile, I'm a solo player. How does a hitgrab shadow add to Fukua's viability and overall gameplay?
What are your thoughts on these new shadows, more specifically, the new hitgrab shadow? I would love to hear from some Fukua mains especially for their opinion.
And also, thanks for reading.