Skullgirls/Fukua

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SG fuk.jpg

Fukua

Voiced by: Christine Marie Cabanos, Patrick Seitz (EN), Ayana Taketatsu, Takashi Kondo (JP)‎
Age: 16
Birthday: Unknown
Bloodtype: AB
Height: 5' 4
Weight: 142 lbs.
Measurements: 34C-26-39
Likes: Unknown
Dislikes: Unknown
SG Fukua icon.png

Skullgirls main page


Story

One of Brain Drain's less-socially-acceptable hobbies is cloning, and often he forces the souls of dead warriors to inhabit these clones. Fukua is the result of a fortunate - or unfortunate - Lab Zero accident: a union of two souls. One, a once-proud warrior known for her brute strength in close combat; the other a silent assassin who specialized in ranged weapons for her kills.

Together as one, Fukua possesses the best of both specialties... but relationships formed under intense circumstances often don't last.

Basics

Fukua is a zoning character, but once she gets a hit, her clones enable very unique and powerful setplay.

  • Her 214K specials, the clones, are duplicates of Fukua who move forward and attack on the release of the button. The LK version hits low, the MK version is a hit grab which can be canceled into another clone, and the HK version hits overhead. Creatively working the clones into your combos and setups is key to playing Fukua at a high level.
  • While she may not be very mobile, she controls space very well. Her fireball specials can be done in the ground and air, and each button controls a very different trajectory. She also have some choice air buttons, such as j.LP which is a fantastic air to air and chains into j.HK, allowing for a full follow up combo. To top it off, she possesses a double jump, allowing to get above her opponent and challenge them vertically.
  • To further complement her mixups, she has a command grab, as well as a slow, armored command grab. She's the only character with a c.LK that chains into itself, allowing her to hit confirm and stagger lows easily.
  • Her only meterless reversal is the strike invulnerable H drill (236HK). Her metered reversal (BFF) is fully invulnerable but extremely slow.
  • Her HK drill special (236HK) is a very good assist, providing multiple hits for lockdown as it travels forward. Unlike the point version, it is not strike invulnerable.

Important moves:

  • j.LP - very potent air to air, confirm with j.HK
  • j.HK - divekick type move that pulls Fukua towards the opponent. Use as a reversal against throws and in scrambles.
  • c.LK - only c.LK into the game that can chain into itself. Complement it with her command grab, Tender Embrace (236LP+LK).
  • c.HP - long range ground poke, confirm with M fireball
  • c.MP - great anti-air option with head invuln and quick startup
  • Fireballs (236P, air OK) - use for space control, get comfortable with the trajectories of each version
  • H Drill (236HK) - strike invulnerable reversal


Movement
Walk: Medium
Jump: Double jump
Dash or Run: Fukua has a slow forward run. Her backward dash has medium speed and travels a short distance.
Air Dash: No air dash
Weight: Light
Chains
Standing: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Shadow Life Drain

  • Fukua's shadows (214P) can be held to delay the attack by holding the button. Doing this will drain life and go into a reserve, and health in this reserve can be healed in a three ways: taunting, landing Invevitable Snuggle, or landing Twice Shy. Taunting recovers 20%, Inevitable Snuggle recovers 33%, and Twice Shy recovers 55%. The health recovery is also scaled by the current damage scaling in the combo. Healing in this way will reset the reserve of health back to zero, and can potentially heal her above her red life, but never more than 55% of self inflicted damage. Healing red health by the normal methods removes 2 points of reserve health for every 1 point of other healing.

Assists

Default Assists
  • H Platonic Drillationship - Forward traveling lockdown assist. Does NOT have strike invulnerability frames like the point version does.
  • M Forever A Clone
Noteworthy Custom Assists
  • Inevitable Snuggle (214LP+LK) - armored command grab has some niche usage and gimmicks

Move List

Normals

Standing Normals

SG fuk slp.png

Standing Jab

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% ±0 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 14 16 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% -2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 3 16 16 19 7


  • Fukua's LP and LK normals all chain into themselves, and she can also chain s.LP > s.LP, s.LP > c.LP, s.LP > s.LK, or s.LP > c.LK. She cannot chain two LK attacks after chaining from a LP attack.
  • Last 4f of recovery do not count as counter hit. (1st hit)
  • Last 3f of recovery do not count as counter hit. (2nd hit)



SG fuk smp.png

Thinning Shears

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 500 7.5% +3 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 19 24 17 9


  • Combo filler, otherwise an okay ground poke
  • Useful in some burst baits
  • Combos into L clone which is key to some undizzy efficient routes



SG fuk shp.png

Chompadour

View hitbox
(?)

s.HP Standing SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 850 10.0% +1 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3 28 31 19 11


  • Great anti-air, easy confirm into j.HK at almost all heights
  • Careful when using this attack in a chain combo because of it's limited horizontal range.



SG fuk slk.png

Knee High

View hitbox
(?)

s.LK Standing SG lk.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -1 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 → 7 3 19 20 23 7


  • Even though Fukua can mix and match between her self chaining nromals, she still can't break the normal chain combo rules and chain from a LK to an LP. She can only chain s.LK > s.LK or s.LK to c.LK.



SG fuk smk.png

Fukua sets mode +k

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 500 7.5% ±0 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 20 22 18 9


  • Forward moving kick
  • Useful for stabilizing combos and keeping people in range of launcher
  • Extra corner carry
  • Useful OTG button but be careful of it whiffing if too far away



SG fuk shk.png

Shamone Boot

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 1000 10.0% Wall Bounce -19
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 9 26 26 19 14 (10 on block)


  • Can low crush
  • Can kara cancel early or late for interesting movement and momentum, used in some burst baits



Crouching Normals

SG fuk clp.png

Crouching Jab

View hitbox
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c.LP Crouching SG lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +4 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 8 14 16 7


  • Like with Fukua's c.LP, she can chain c.LP > c.LP, c.LP > s.LP, c.LP > s.LK, or s.LP > c.LK.



SG fuk cmp.png

Ariel Rave

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 500 7.5% +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 3 19 23 19 9


  • Mini launcher, launch on hit allows c.HP to ground bounce which is important for combos.
  • Head invulnerability makes this one of Fukua's best anti-air options.



SG fuk chp.png

Queue Sting

View hitbox
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c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 800 10.0% -3,
Ground Bounce (vs air)
-8
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3 25 24 19 9


  • Great poking tool, combos into M fireball at most ranges and is easily confirm-able into BFF.
  • Ground bounce is important in combos
  • Good anti-air vs IADs that are a bit in front of Fukua



SG fuk clk.png

Ankle Sock

View hitbox
(?)

c.LK Crouching SG lk.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Low Chains Into Self 200 2.5% +3 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 10 15 18 7


  • Fukua can chain her c.LK into itself, which no other character can do, and is amazing for confirming and staggering lows.
  • She can still chain c.LK > s.LK if she really wants to.



SG fuk cmk.png

French Twist

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 300 x2, 350 1.2857% x3 -5 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 2, (2), 2, (2), 2 24 20 x3 18 x3 4 x2, 9


  • Multi-hitting low that is great to stay in against early pushblocks, catching up-back and backdashes



SG fuk chk.png

Tread of Hair

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 1100 10.0% Soft KD (Invuln.) -27
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 26 19 14 17 11


  • Sweep that moves froward and can low profile projectiles like Robo beams
  • Used in optimal combos



Jumping Normals

SG fuk jlp.png

Jumping Jab

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 200 2.5% +7 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 4 7 17 20 7


  • Fantastic air to air button with speed, big hitbox, and easy confirms into j.HK. Very important normal



SG fuk jmp.png

Buzz Cut

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 150 x5, 250 1.0588% x6 +7 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2, 2, 2, 2, 2, 2 9 16 x5, 17 18 x6 4 x5, 9


  • Multi-hit, useful against armor
  • Combo filler later in combos



SG fuk jhp.png

Heartseeker

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High, (mid when chained from j.HK) - 700 10.0% OR 6% -3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 8 15 25 20 11


  • Decent air to air button, optimal burst punish combo starter.
  • Useful in pressure after a blocked j.HK, and staying in against pushblock, just be wary as no button afterwards will be a true blockstring.
  • Can be chained into from j.HK, but does less damage and hits mid.
  • Meter gain decreases from 10% to 6% when chaining from j.HK.



SG fuk jlk.png

Thigh High

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 200 2.5% +6 +9
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 4 8 17 20 7


  • Good air to air button



SG fuk jmk.png

Bounce, No Volume

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 450 7.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 6 11 19 20 8


  • Good jump in button, easy to cross up with.
  • Used in some resets and side switch combos.



SG fuk jhk.png

Butterfly Kiss

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Chains Backwards (to j.HP) 500 4.50% +18 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 2 26 32 21 10 (8 on block)


  • Fantastic button, key to her combos, confirms, pressure and resets.
  • On hit or block, Fukua drags herself down to the ground, allowing for very easy restands on hit.
  • Can be chained backwards into j.HP.
  • Instant j.HK is her prime reversal against throw attempts, and a good option in scramble situations. Either situation often leads to HCH combos.



Throws

SG fuk throw.png

Shamone Cuddle

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 212 x4 0, 5.0% x4 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • Must BFF or have Clones setup previously to convert off of midscreen
  • Corner conversions use OTG



SG fuk airthrow.png

Widow's Peak

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 300, 1000 10.0% x2 Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Airthrow leading to sliding knockdown allows for Fukua to setup consistent oki situations with held Clones and meaty L Air fireball. Kara s.MK into H clone, threaten c.LK or c.MK on wakeup is a simple and effective method
  • Can confirm off it with proper assists, and solo if you have a Clone set out previously.
  • Example setups: c.LK c.MP c.HP hold any clone, dash up c.LK c.MP, delay jump air throw, release clone



Team Moves

SG fuk tag.png

Bounce, No Volume

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 7.5% KD -39
Startup Active Recovery Hit Stun Block Stun Hit Stop
43 6 58 12 13 35 (11 on block)


  • Two Fukua clones appear from the top of the screen and converge as they land. This move doesn't have a hitbox until it reaches the ground.
  • Can combo off of it by spending OTG, or if it hits near the top of the hitbox without spending OTG.
  • Not a good reversal



SG fuk snap.png

Lash Out

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 23 10 13 (9), 13


  • Pretty low to the ground hitbox
  • For consistent combos into it try c.MP c.HP snap, or if near corner s.MK s.HK delay snap for more corner carry



Specials

SG fuk qcfp.png



View hitbox
(?)

Love Dart Qcf.png + SG p.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Projectile 600 (200) See Desc. +6 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 -- 35 31 OR 12 (close, far) 18 9
Air Guard Properties Damage Meter On Hit On Block
Mid Projectile 600 (200) See Desc. N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 (Until ground), 33 (Air) 24 24 OR 12 (close, far) 18 OR 12 9


  • Fukua throws out a projectile. The LP version bounces on the ground until it leaves the screen, MP version travels straight, and HP version travels in an arc above Fukua. Only 1 projectile can be out at a time.
  • Very key to fukua's zoning and neutral.
  • Fukua's does not gain meter from Love dart until the projectile returns to her and the meter gain is based on the distance between her and the projectile (the further she is the more meter she gets).
Format below is move, % gained on hit, % gained on whiff.
L Dart, 2.34% to 9%, 0.66% to 1.5%
M Dart, 2.7% to 9%, 0.72% to 1.5%
H Dart, 2.52% to 9%, 0.72% to 1.5%
L Dart (Air), 0.18% to 7.2%, 0.39% to 1.23%
M Dart (Air), 0.9% to 9%, 0.69% to 1.44%
H Dart (Air), 1.26% to 9%, 0.63% to 1.5%



SG fuk qcbk.png

"Hm."

View hitbox
(?)

Forever a Clone Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Low Projectile,
Sweep (vs assists)
600 (100) (2.5%) 4.15% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
21, X, 2 17 21 18 12 9 (8 on block)
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Hit Grab
0, 750 (100) (2.5%) 0%, 2.5% Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
25, X, 8 2 19 N/A 15 N/A (6 on block)
SG hk.png Guard Properties Damage Meter On Hit On Block
High Projectile 600 (2.5%) 4.15% Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
25, X, 8 3 19 18 14 14 (8 on block)


  • Fukua sends out a clone to attack the opponent. This move is core to Fukua's identity as a character, having some usages in neutral but really unlocking her reset and combo potential and flexibility. Clones can be delayed by up to 500f by holding the kick button, but doing so slowly drains her health (5.5% of her total health if held for the entire 500f) and she can not die while doing this.
  • Fukua can regain this lost health by taunting, hitting with Inevitable Snuggle, and Twice Shy, recovering 20%/33%/55% respectively.
  • Clones can be removed by strike attacks but not projectiles, similar to Parasoul's Egret Charge.
  • Only 1 clone can be out at a time.
  • SG lk.png
    • Hits low.
    • Breaks armor against assists only.
  • SG mk.png
    • Grabs the opponent with a hitgrab and slams them to the floor.
    • The shadow will wait until it's close to the opponent to attack, fading away without attacking if the opponent is too far.
    • On hit, is cancel-able into L or H shadow if not previously used in the combo.
  • SG hk.png
    • Hits high.
    • The shadow will wait until it's close to the opponent to attack, fading away without attacking if the opponent is too far.
    • Ground bounces on ground hit allowing easy confirms
  • Also known as "L/M/H Shadow".
  • It is important to note that the second and third shadow in a combo, if used to reset and start another combo, will scale the combo greatly.


X indicates any additional startup from holding the button.



SG fuk qcfk.png



View hitbox
(?)

Platonic Drillationship Qcf.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid 350x3 (100 x3) (2.5%) 2.5714% x3 +5 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 12 24 20x2, 30 22x3 1x2, 8
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 300x3, 500 (100 x4) (2.5%) 2.5714% x4 +4 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 17 25 21x3, 30 22x3, 20 1x3, 10
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike) 300x4, 600 (100 x5) (2.5%) 2.5714% x5 ±0 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 22 32 22x4, 33 22x4, 18 1x4, 10


  • Fukua lunges towards the opponent with a drill attack. The HK version loses invulnerability when used as an assist.
  • H drill is a decent reversal, and used in her more optimal combos.



SG fuk qcfthrow.png

"Gotcha!"

View hitbox
(?)

Tender Embrace Qcf.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab 55% Damage Scaling 0, 300, 300, 1100 (0%) 0%, 7% x3 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 2 34 N/A N/A N/A


  • Confirm off it with BFF, or OTG in corner



SG fuk qcbthrow.png

"Let's go!"

View hitbox
(?)

Inevitable Snuggle Qcb.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Armor (7 hits),
55% Damage Scaling
0, 300, 300, 1100 (0%) 0%, 7% x3 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
31 2 43 N/A N/A N/A


  • Almost the same as Tender Embrace, except this move has longer startup, has armor, and leaves the opponent closer to Fukua, allowing for easier follow-up.
  • Confirm using OTG, or BFF to save OTG for 1 bar



Supers

SG fuk qcfpp.png

"Surprise"

View hitbox
(?)

Blown Kiss
Level 1
Qcf.png + SG p.png + SG p.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Invuln. (Full) (1 frame before flash)
900, 600x3 (205 x4) -100% KD ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 6 -- 50 26 x4 29 x4 (5), 16 x4 (2 x4 on block)
Air Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Invuln. (Full) (1 frame before flash)
900, 600x3 (205 x4) -100% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 + 4 (Until ground) OR -- 43 26 x4 29 x4 (4), 16 x4 (2 x4 on block)


  • Fireball super good for chip damage and DHCs, depending on your team composition.
  • Blown Kiss, DHC before it hits opponent to unscale, is more damage than Drill of my Dreams depending on the character coming in.
  • Not a safe DHC if they pushblock properly in most situations.
  • Can convert off it in the corner using OTG, Hdrill > Fireball Super is a good tool to call out people atacking out of the corner, and easily converts into a double snap on hit
  • Trajectory of Blown Kiss (Air) is affected by buttons held: LP+MP is similar to L Dart but at a slightly outward angle. MP+HP being similar to M Dart. And LP+HP is straight forward.
  • Does 540 damage at max scaling, 1,599 when DHC'd into at max scaling below 240 undizzy, and 878 when DHC'd into above 240 undizzy.



SG fuk qcfkk.png

"Get ready!"

View hitbox
(?)

The Drill of My Dreams
Level 1
Qcf.png + SG k.png + SG k.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (1 frame before flash) 350x14, 400 (75 x15) -100% KD -37
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 3 25 37 18 x15 21x15 (5), 3x14, 20 (1 x14, 20 On block)
Air Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (1 frame before flash) 275xN, 400 (75 xN) -100% Ground Bounce -17
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 3 (Until ground), 1 30 25xn, 18 21xn (5), 3xn, 20 (1 x14, 12 On block)


  • Not a reversal
  • Optimal solo combo ender
  • Air version does more hits the more she travels
  • Can convert off air super in the corner using OTG, good for meter dump combos.
  • Does 1,060 damage at max scaling, 1,800 when DHC'd into at max scaling below 240 undizzy, and 1,232 when DHC'd into above 240 undizzy.



SG fuk qcbkk.png

"We're gonna get you~"

View hitbox
(?)

Best Friends Forever!
Level 1
Qcb.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
50% Damage Scaling
200, 2300 (100) -100% Crumple OR Soft KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop
29 + 6 15 35 35, 15 24 (8), 58, 20 (1 on Block)


  • Her only 1 bar reversal, but it's extremely slow and hits low to the ground
  • Really good in DHC wars due to the length of the invuln
  • Important for confirms, spending multiple bars in one combo, and getting a hard knockdown if you already spent OTG.
  • Less start up when DHC'd into, skips preflash animation
  • Does 672 damage at max scaling, 1,548 when DHC'd into at max scaling below 240 undizzy, and 851 when DHC'd into above 240 undizzy



SG fuk qcbpp.png

"Hey...!"

View hitbox
(?)

Twice Shy
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Hit Grab
2300, 600, 2000 (300) -300% Wall Splat -38
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 2 1 61 N/A 23 (3) N/A (8 on block)


  • Her level 3 is a strong reversal option with a very large hitbox.
  • Restores some drained health from clones.
  • Hitgrab makes it a good call out vs armor.
  • Great anti-air.
  • Can confirm off it at any positioning on the screen.
  • Does 2,205 damage at max scaling, 3,430 when DHC'd into at max scaling below 240 undizzy, and 2,205 when DHC'd into above 240 undizzy



SG fuk 360.png

"Let's go!"

View hitbox
(?)

Head Over Heels
Level 5
360.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Full),
200% Damage Scaling
0, 0, 3000 -500% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 0 2 39 N/A N/A (1)


  • Her level 5 is a command grab that decreases scaling on the combo following, meaning the first hit after it in the combo will do double damage.
  • Niche and situational, but fun level 5.



Taunt

SG fuk taunt.png





Breakdown SG lk.png , SG mk.png , B.png , SG mp.png , SG mp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 87 N/A N/A N/A


  • Heals 20% of life drained from shadows, and gives her opponent 4% meter.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LKx2 > s.MK > c.HK
A basic ground chain combo ending in sweep. Unsafe on block.
2.
c.LKx2 > s.MK > c.HP xx H Drill
A basic ground chain combo ending in a special cancel. Unsafe on block.
3.
c.LKx2 > s.MK > c.HP xx H Drill xx Drill of My Dreams
A basic ground chain combo ending in a super cancel.
4.
c.LKx2 > s.MK > s.HP,
j.HK,
(restand) s.LPx2 > c.MK > c.HP xx H Drill xx Drill of My Dreams
Basic launcher combo that sets up a restand. After the restand, you can go for a reset with Tender Embrace.

Bread and Butter Combos

Video: Fukua Lessons #1: Combo Theory


Midscreen (no shadows) - 6245 dmg (video)

c.LK > s.MK > s.HP,
j.HK,
s.MK > s.HP,
j.HP > j.HK,
c.LK > s.HP,
j.MP > j.HK,
s.LP > s.LK > s.MK > c.HP xx H Drill xx The Drill of My Dreams


Midscreen (with shadows, close range starter) - 7313 dmg (video)

c.LK > c.MP > c.HP xx 214[MK],
(OTG) c.HK, ]MK[,
s.HP,
j.HP > j.HK,
c.LK > c.MK > s.HP,
j.MP > j.HK,
s.LP > s.LK > c.MK > c.HP xx H Drill xx The Drill of My Dreams


other high damage midscreen combos

Corner:

useful HCH combos, some use l fireball restands

Midscreen: J.hk HCH combo 8.5k

Double Snap combo
cLK > sHP,
jHK > jHP,
[sLP > cMP > sHP,
(uncombo) jHK > jHP, jHK > jHP, jHK > jHP]
repeat
Midscreen assist kill (video)

Conversions

Fukua doesn't struggle to convert off most hits in neutral, when in doubt in an air to air situation just chain into j.hk and go back to normal. In a grounded situation you are unsure of how stable the confirm is, just go for 5mk 5hk m clone. use BFF to confirm off most throws. m.fireball to bff as a confirm on the ground off 2hp pokes or if you are unsure of the ability to combo into launcher and dont have OTG for whatever reason.

Setups

The TL;DR of fukua setups is to combo into M shadow, cancel into L or H shadow, hit them with a move that doesn't knock down, and then threaten the mixups. Go low while shadow threatens high, grab while shadow threatens low, jump over them and block while shadow makes contact threatening the cross up while not risking anything, etc.

Her setups are very flexible, but setups using shadows to confirm off of them will scale the combo. General rule of thumb would be the safer setups bring less reward but risk far less.

Fukua Resets

undizzy efficient setup into 2mp>air left right throw, setup concept works on everyone not band

air left right on band

less consistent but safer left right on band

Forced land cancel setup, catches mashes and layers with airthrow off the 2mp instead

Simple anti armored reversal setup

fukua basic burst bait compilation

Niche OS between TK fireball and command grab

Full combo punish concept vs beo arm super that gets under you

setup to sandwhich them between you and a held clone

Midscreen incoming concept

Midscreen assist kill+ salvage route for when you cross over the body

Strategy

Goals

Fukua has very strong air options and ground pokes, but is far slower than the average skullgirls character. She aims to zone with fireballs until she can stuff out the opponent contesting them, and to get vertically above the opponent to threaten with j.hk and l.air fireball pressure. Once she gets an opening, she wants to abuse her fantastic and safe reset game to be unpredictable and sticky on the opponent. Also, her incoming setups are among the best in the cast.

Offense

Fukua can be quite sticky in her pressure on the opponent: j.hk chained into j.hp is a very strong blockstring and allows her to frame trap afterwards. She mainly opens opponents up through low/throw mixups as her overhead special is reactable. She can also perform strong pushblock baits as a means to get openings, as otherwise proper pushblocking mitigates her ability to stay on the opponent as well as exposing larger gaps in blockstrings. Be wary of reversals and be ready to call lock down assists to keep the opponent in place. Some assists like Butchers Blade and Ceracopter allow fukua to call a clone and hold it to threaten high/lows while keeping the opponent blocking.

Neutral

Fireball game, jumping, air to airs and ground pokes are the name of the game for fukua's neutral tools. She has a wide toolbelt but must be selected from carefully. keep in mind that L clone only breaks assist armor, so holding l clone and releasing it vs bella or band assist calls can be strong if you dont have a counter call assist of your own. just be wary of the HP drain.

Defense
  • Use fukua's strong anti-airs to stop opponents presure before it starts. Learn to block properly and pushblock in the right situations.
  • Strong pushblock guard cancel options include: 2mp, h drill, bff, lvl 3, upback, neutral jump, blocking more.
  • Her reversals aren't fantastic but are not bad:
  • H drill is strike invunlerable, no combo after unless in the corner or you spend 2 bars to DHC. can be made safe with the proper DHCs but be very careful as proper pushblocking can blow up a lot of setups using h drill>fireball super>dhc.
  • J.hk is the classic scramble button to press. It is her RPS option to reversal vs throw attempts and leads to an easy 8k+ HCH combo. upforward j.hk can go over some lows and just counterhit unsafe blockstrings. If you dont respect their pressure, pushblock upforward j.hk can net you a lot, but be careful as you might explode
  • BFF and lvl 3 are her fully invincible reversals: bff is low and no DHC makes it safe if they get over the clone: lvl 3 is very very fast and a large hitbox. Both lead to a full combo on hit. Lvl 3's large hitbox and hit-grab properties makes it a great reaction to jump ins and armor attempts.
  • but really just learn to block
Other techniques

Counterplay

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How to beat this character
Counters to common techniques

j.HK Scenarios

Resources

Youtube Channels to follow for Fukua tech and footage:

Colors

SG fuk color1.png SG fuk color2.png SG fuk color3.png SG fuk color4.png SG fuk color5.png
Color 1
SGColor1.png
Default color palette. [1]
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette.
Color 4
SGColor4.png
Based on Decapre from Ultra Street Fighter 4.
Color 5
SGColor5.png
Based on Ermac from Ultimate Mortal Kombat 3.

SG fuk color6.png SG fuk color7.png SG fuk color8.png SG fuk color9.png SG fuk color10.png
Color 6
SGColor6.png
Based on Shadow Lady from Marvel vs Capcom.
Color 7
SGColor7.png
Based on Akuma from Street Fighter 2: Super Turbo.
Color 8
SGColor8.png
Based on Mech-Zangief from Marvel vs Capcom.
Color 9
SGColor9.png
Original alternate color palette.
Color 10
SGColor10.png
Based on Sean from Street Fighter 3.

SG fuk color11.png SG fuk color12.png SG fuk color13.png SG fuk color14.png SG fuk color15.png
Color 11
SGColor11.png
Based on Rain from Ultimate Mortal Kombat 3.
Color 12
SGColor12.png
Based on Reptile from Mortal Kombat.
Color 13
SGColor13.png
Based on a Naruto parody by blackbookalpha.
Color 14
SGColor14.png
Based on Falco from Super Smash Bros: Melee.
Color 15
SGColor15.png
Based on Alpha-152 from Dead or Alive 4.

SG fuk color16.png SG fuk color17.png SG fuk color18.png SG fuk color19.png SG fuk color20.png
Color 16
SGColor16.png
Based on Violent Ken from SNK vs Capcom: Chaos.
Color 17
SGColor17.png
Based on Shadow from the Sonic series.
Color 18
SGColor18.png
Based on Eva Earlong's Shadow from One Must Fall: 2097.
Color 19
SGColor19.png
Based on Allen Snider from Street Fighter EX.
Color 20
SGColor20.png
Based on Red Venom from Marvel vs Capcom.

SG fuk color21.png SG fuk color22.png SG fuk color23.png SG fuk color24.png SG fuk color25.png
Color 21
SGColor21.png
Based on Honoka from Dead or Alive 5 Last Round.
Color 22
SGColor22.png
Based on War Machine from Marvel vs. Capcom 2.
Color 23
SGColor23.png
Based on Robo-Ky Mk. II from Guilty Gear Isuka.
Color 24
SGColor24.png
Based on "mind controlled" Ryūko from Kill la Kill.
Color 25
SGColor25.png
Based on Orochi Shermie from King of Fighters.

Win Poses

Fukua has 2 win poses, and the winning player can select a win pose by holding a button at the end of the match.

SG pose fuk 1.png Winpose 1:
Hold
SG p.png
I guess we've won.
SG pose fuk 2.png Winpose 2:
Hold
SG k.png


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