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J LK
Ok I’ll be the first to say this. Without the airdash fukua’s air normal SEEM like they do not carry any particular weight to them.
Anyways J. Lk is the only move to hit upward so if by chance the opponent is higher than you then use it. It is 7frames.
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J LP
A completely underused move. While the active frames aren’t spectacular its 7frame like J Lk and its hitbox is pretty decent enough to challenge anyone in the air with this move.
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J MP
A 11F move that’s a multi-hit like Filia’s. Mainly used for combos and what not. Barely used in neutral though it can be used in
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J MK
A 10F move that allows reset potential. Mostly used while coming down after a fireball when you superjump
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J HP
A 10F move that in neutral’s use is designed mainly to push the opponent back whenever you want to zone again. Mostly used in combos only.
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J HK
People have been complaining about this move for an eternity. Its 9Whof move that allows conversion EVERYTIME. You air to air conversion IS this move. The move is so “good” you will every fukua from early retail to current retail Still place all their decisions in an air to air situation into landing this move. Blocked or chicken blocked the move is safe. The only thing that makes this move not broken is the fact that its made a mid-move. Which is one of the few jumping fierce normal that was made an mid move.
Specials
Platonic Drillationship
Platonic Drillationship will be your combo ender in all situations. L is 9 frames but the beauty of the move is that its +5 on hit. Which allows for either a throw or a low. M is 12 frames and allows +4 on hit. H is hit invincible and allows +3 on hit.
Forever a Clone L
Start up: 23-24F
Fukua’s fastest shadow move. You will be using this along with the other shadows. it’s a projectile so it does not cause upback, however it can catch people pressing buttons in the air. The move similar to cilia slide from double.
Forever a Clone M
Startup: 29-30F
Basically a shadow version of S hp. it has the best Hitbox for catching people air dashing. As a bonus it brings in the opponent closer. It also has the most range out of all the shadows
Forever a Clone H
Startup:30-31
This is fukua’s slowest shadow move and for good reason as its an overhead and it cannot be combo’d into. This is mainly for oki set ups it. This shadow’s range is also the shortest.
Special note: it can anti air in some instances
Love dart L/M/H
Startup: 12 frames
L: the fireball falls on the ground and bounces across the screen. Usually helpful for spacing and controlling how the opponent reacts.
M: Just flies straight across like ryu’s hadoken. Helpful for zoning.
H: flies at an arc and bounces one time. Also helpful for zoning.
Air firballs Startup frames: 11F
Air L fireball
L fireball is essientially your new way to cover the spot where fukua was weak which was right below you. L fireball is mostly used as a defensive tool or for crossover capabilities.
Air. M Fireball
M fireball is primarily used whenever your mid screen against the enemy.
Air Fireball H
H fireball is used primarily for when the opponent is at full screen.
Supers
Drill of My Dreams
Meter required: 1 bar
Start up: 8frames
Essientially this will be your combo ender for max damage.
Drill of Your Nightmare(Air Drill of my Dreams)
Meter required: 1 bar
Just the air version of the Drill of my dreams. If you happened to reach max undizzy at your air string then by all means use this and DHC early so that you can save otg for another super for optimized damage.
Best Friends Forever
Meter required: 1 bar
Start up: 36f
One of the two special that’s hit invincible and grab invincible. The down side is that its very very slow and can only be used on a hard read.
Blown Kiss
12F startup
Fireball super allows hard knockdown if you don’t use up your OTG. It also does A LOT of chip. So if you feel you want to pressure your opponent from afar then use this super since its win-win situation from a distance whether they blocked or got hit.
Air blown kiss LP+MP/MP+HP/LP+HP
Meter required: 1 bar
Special note: none of the air fireball supers allow hard knockdown but they will allow combo potential in the corner.
This fireball goes directly below her. It does the same chip and damage as ground fireball super.
This is the LP + HP version and it goes straight across. Usually used whenever someone just want to jump at full screen or midscreen.
The trajectory of MP+HP is the same as air M fireball. Nothing real special about it.
Twice Shy
Meter required: 3bars
Twice shy is the 2nd super that’s hit invincible and Throw invincible. The hitbox on this super is horrendous that even at half screen if the enemy presses a button they get hit by this monstrosity. It’s a hitgrab as well.
Head over Heels
Meter required: 5 bars
Back when they released this move as her last super. Everyone scoffed at this move for its seemingly lackluster damage. This move costs 5 bars. The reason for this, is that although it uses up your whole meter it is a 5f grab and not only that. If you land the grab your combo will have 200% invert scaling. Which means your combo doubles in damage. This super is only be to be used if you want to be real hype OR if you’re one pixel away from death. Because this super is the ultimate high risk/ high reward and if you miss this super you essentially threw away all your options.