Difference between revisions of "Skullgirls/Fukua"

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{{SGEssentials‎
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<span style="font-size:300%">'''[http://wiki.mizuumi.net/w/Skullgirls The Skullgirls wiki has moved!]'''</span>
|[[File:SG_fuk.jpg]]|Fukua|Christine Marie Cabanos, Patrick Seitz (EN), Ayana Taketatsu, Takashi Kondo (JP)‎|16|Unknown|AB|5' 4|142 lbs.|34C-26-39|Unknown|Unknown|SG_Fukua_icon.png}}
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{{SGMain}}
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<br><br>
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__TOC__
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<br>
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=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.
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Together as one, Fukua possesses the best of both specialties... but relationships formed under intense circumstances often don't last.
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=Basics=
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Fukua is a zoning character, but once she gets a hit, her clones enable very unique and powerful setplay.
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* 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.
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* 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.
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* 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.
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* Her only meterless reversal is the strike invulnerable H drill (236HK). Her metered reversal (BFF) is fully invulnerable but extremely slow.
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* 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.
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===Important Moves===
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* j.LP - very potent air to air, confirm with j.HK
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* j.HK - divekick type move that pulls Fukua towards the opponent. Use as a reversal against throws and in scrambles.
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* c.LK - only c.LK into the game that can chain into itself. Complement it with her command grab, Tender Embrace (236LP+LK).
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* c.HP - long range ground poke, confirm with M fireball
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* c.MP - great anti-air option with head invuln and quick startup
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* Fireballs (236P, air OK) - use for space control, get comfortable with the trajectories of each version
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* H Drill (236HK) - strike invulnerable reversal
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+
 
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===Assists===
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For assist info, see [[Skullgirls/Help/Team_Building#Fukua|here]].
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+
 
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===Shadow Life Drain===
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* Fukua's shadows (214K) 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 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.
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===Stats===
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{{SGBasicSystems‎
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|Medium
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|Double jump
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|Fukua has a slow forward run. Her backward dash has medium speed and travels a short distance.
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|No air dash
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|Light
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|3 Buttons: {{SG_LP}} OR {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
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|3 Buttons: {{SG_LP}} OR {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
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|6 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} --- {{SG_MK}} --- {{SG_HP}} --- {{SG_HK}}
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|}}
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+
 
+
=Move List=
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+
==Normals==
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===Standing Normals===
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+
 
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{{SGMove
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|pic=[[File:SG_fuk_slp.png]]
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| caption=Standing Jab
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|hitbox=[http://wiki.shoryuken.com/images/3/3b/SG_fuk_slp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
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| name=s.LP
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| input='''Standing''' {{SG_LP}}}}
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|{{SGMoveData_2 |
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| version=x1
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| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
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| dmg=200
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| meter=2.5%
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| startup=6
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| active=3
+
| recovery=14
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| hitstop=7
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| hitstun=16
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| blockstun=19
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| onhit=±0
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| onblock=+3
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| framedata=[[File:SG_fuk_slp1_fd.png|left]]}}
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|{{SGMoveData_2 |
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| version=x2
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| guard=Mid
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| properties=-
+
| dmg=200
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| meter=2.5%
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| startup=5
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| active=3
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| recovery=16
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| hitstop=7
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| hitstun=16
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| blockstun=19
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| onhit=-2
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| onblock=+1
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| framedata=[[File:SG_fuk_slp2_fd.png|left]]}}
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|
+
<br>
+
* 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.
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<br>
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|
+
|
+
|
+
|}}
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+
{{SGMove
+
| pic=[[File:SG_fuk_smp.png]]
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| caption=Thinning Shears
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|hitbox=[http://wiki.shoryuken.com/images/1/1d/SG_fuk_smp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption
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| name=s.MP
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| input='''Standing''' {{SG_MP}}}}
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|{{SGMoveData_1 |
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| guard=Mid
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| properties=-
+
| dmg=500
+
| meter=7.5%
+
| startup=10
+
| active=3
+
| recovery=19
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| hitstop=9
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| hitstun=24
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| blockstun=17
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| onhit=+3
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| onblock=-4
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| framedata=[[File:SG_fuk_smp_fd.png|left]]}}
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|
+
<br>
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* Combo filler, otherwise an okay ground poke
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* Useful in some burst baits
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* Combos into L clone which is key to some undizzy efficient routes
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<br>
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|
+
|
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|
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|
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|}}
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{{SGMove
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| pic=[[File:SG_fuk_shp.png]]
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| caption=Chompadour
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|hitbox=[http://wiki.shoryuken.com/images/6/66/SG_fuk_shp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
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| name=s.HP
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| input='''Standing''' {{SG_HP}}}}
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|{{SGMoveData_1 |
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| guard=Mid
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| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']]
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| dmg=850
+
| meter=10.0%
+
| startup=12
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| active=3
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| recovery=28
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| hitstop=11
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| hitstun=31
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| blockstun=19
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| onhit=+1
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| onblock=-11
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| framedata=[[File:SG_fuk_shp_fd.png|left]]}}
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|
+
<br>
+
* Great anti-air, easy confirm into j.HK at almost all heights
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* Careful when using this attack in a chain combo because of it's limited horizontal range.
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<br>
+
|
+
|
+
|
+
|
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|}}
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{{SGMove
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| pic=[[File:SG_fuk_slk.png]]
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| caption=Knee High
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|hitbox=[http://wiki.shoryuken.com/images/2/26/SG_fuk_slk_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
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| name=s.LK
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| input='''Standing''' {{SG_LK}}}}
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|{{SGMoveData_2 |
+
| version=x1, x2
+
| guard=Mid
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| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
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| dmg=300
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| meter=2.5%
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| startup=8 → 7
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| active=3
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| recovery=19
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| hitstop=7
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| hitstun=20
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| blockstun=23
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| onhit=-1
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| onblock=+2
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| framedata=[[File:SG_fuk_slk1_fd.png|left]]<br>[[File:SG_fuk_slk2_fd.png|left]]}}
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|
+
<br>
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* 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.
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<br>
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|
+
|
+
|
+
|
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|}}
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{{SGMove
+
| pic=[[File:SG_fuk_smk.png]]
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| caption=Fukua sets mode +k
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|hitbox=[http://wiki.shoryuken.com/images/0/05/SG_fuk_smk_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=s.MK
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| input='''Standing''' {{SG_MK}}}}
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|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=500
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| meter=7.5%
+
| startup=10
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| active=3
+
| recovery=20
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| hitstop=9
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| hitstun=22
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| blockstun=18
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| onhit=±0
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| onblock=-4
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| framedata=[[File:SG_fuk_smk_fd.png|left]]}}
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|
+
<br>
+
* Forward moving kick
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* Useful for stabilizing combos and keeping people in range of launcher
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* Extra corner carry
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* Useful OTG button but be careful of it whiffing if too far away
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<br>
+
|
+
|
+
|
+
|
+
|}}
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{{SGMove
+
| pic=[[File:SG_fuk_shk.png]]
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| caption=Shamone Boot
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|hitbox=[http://wiki.shoryuken.com/images/5/53/SG_fuk_shk_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=s.HK
+
| input='''Standing''' {{SG_HK}}}}
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|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=1000
+
| meter=10.0%
+
| startup=19
+
| active=9
+
| recovery=26
+
| hitstop=14 (10 on block)
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| hitstun=26
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| blockstun=19
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| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
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| onblock=-19
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| framedata=[[File:SG_fuk_shk_fd.png|left]]}}
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|
+
<br>
+
* Can low crush (high profile low attacks)
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* Can kara cancel early or late for interesting movement and momentum, used in some burst baits
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<br>
+
|
+
|
+
|
+
|
+
|}}
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+
===Crouching Normals===
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{{SGMove
+
|pic=[[File:SG_fuk_clp.png]]
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| caption=Crouching Jab
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|hitbox=[http://wiki.shoryuken.com/images/3/3a/SG_fuk_clp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=c.LP
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| input='''Crouching''' {{SG_LP}}}}
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|{{SGMoveData_2 |
+
| version=x1, x2
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=200
+
| meter=2.5%
+
| startup=6
+
| active=3
+
| recovery=8
+
| hitstop=7
+
| hitstun=14
+
| blockstun=16
+
| onhit=+4
+
| onblock=+6
+
| framedata=[[File:SG_fuk_clp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
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<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_cmp.png]]
+
| caption=Ariel Rave
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|hitbox=[http://wiki.shoryuken.com/images/a/a2/SG_fuk_cmp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=c.MP
+
| input='''Crouching''' {{SG_MP}}}}
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|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']]
+
| dmg=500
+
| meter=7.5%
+
| startup=9
+
| active=3
+
| recovery=19
+
| hitstop=9
+
| hitstun=23
+
| blockstun=19
+
| onhit=+2
+
| onblock=-2
+
| framedata=[[File:SG_fuk_cmp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
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+
{{SGMove
+
| pic=[[File:SG_fuk_chp.png]]
+
| caption=Queue Sting
+
|hitbox=[http://wiki.shoryuken.com/images/3/38/SG_fuk_chp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HP
+
| input='''Crouching''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=800
+
| meter=10.0%
+
| startup=12
+
| active=3
+
| recovery=25
+
| hitstop=9
+
| hitstun=24
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| blockstun=19
+
| onhit=-3,<br>[[Skullgirls/Mechanics/Attacks#Ground_Bounce | <span style="color:#ffff35">'''Ground Bounce'''</span>]] (vs air)
+
| onblock=-8
+
| framedata=[[File:SG_fuk_chp_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_clk.png]]
+
| caption=Ankle Sock
+
|hitbox=[http://wiki.shoryuken.com/images/4/41/SG_fuk_clk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LK
+
| input='''Crouching''' {{SG_LK}}}}
+
|{{SGMoveData_2 |
+
| version=x1, x2
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=200
+
| meter=2.5%
+
| startup=7
+
| active=3
+
| recovery=10
+
| hitstop=7
+
| hitstun=15
+
| blockstun=18
+
| onhit=+3
+
| onblock=+6
+
| framedata=[[File:SG_fuk_clk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_cmk.png]]
+
| caption=French Twist
+
|hitbox=[http://wiki.shoryuken.com/images/5/5e/SG_fuk_cmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MK
+
| input='''Crouching''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=300 x2, 350
+
| meter=1.2857% x3
+
| startup=10
+
| active=2, (2), 2, (2), 2
+
| recovery=24
+
| hitstop=4 x2, 9
+
| hitstun=20 x3
+
| blockstun=18 x3
+
| onhit=-5
+
| onblock=-7
+
| framedata=[[File:SG_fuk_cmk_fd.png|left]]}}
+
|
+
<br>
+
* Multi-hitting low that is great to stay in against early pushblocks, catching up-back and backdashes
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_chk.png]]
+
| caption=Tread of Hair
+
|hitbox=[http://wiki.shoryuken.com/images/a/a0/SG_fuk_chk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HK
+
| input='''Crouching''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']]
+
| dmg=1100
+
| meter=10.0%
+
| startup=12
+
| active=26
+
| recovery=19
+
| hitstop=11
+
| hitstun=14
+
| blockstun=17
+
| onhit=[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-27
+
| framedata=[[File:SG_fuk_chk_fd.png|left]]}}
+
|
+
<br>
+
* Sweep that moves froward and can low profile projectiles like Robo beams
+
* Used in optimal combos
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Jumping Normals===
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_jlp.png]]
+
| caption=Jumping Jab
+
|hitbox=[http://wiki.shoryuken.com/images/f/fb/SG_fuk_jlp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LP
+
| input='''Jumping''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=200
+
| meter=2.5%
+
| startup=7
+
| active=4
+
| recovery=7
+
| hitstop=7
+
| hitstun=17
+
| blockstun=20
+
| onhit=+7
+
| onblock=+10
+
| framedata=[[File:SG_fuk_jlp_fd.png|left]]}}
+
|
+
<br>
+
* Fantastic air to air button with speed, big hitbox, and easy confirms into j.HK. Very important normal
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_jmp.png]]
+
| caption=Buzz Cut
+
|hitbox=[http://wiki.shoryuken.com/images/d/db/SG_fuk_jmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MP
+
| input='''Jumping''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=150 x5, 250
+
| meter=1.0588% x6
+
| startup=11
+
| active=2, 2, 2, 2, 2, 2
+
| recovery=9
+
| hitstop=4 x5, 9
+
| hitstun=16 x5, 17
+
| blockstun=18 x6
+
| onhit=+7
+
| onblock=+8
+
| framedata=[[File:SG_fuk_jmp_fd.png|left]]}}
+
|
+
<br>
+
* Multi-hit, useful against armor
+
* Combo filler later in combos
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_jhp.png]]
+
| caption=Heartseeker
+
|hitbox=[http://wiki.shoryuken.com/images/1/15/SG_fuk_jhp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HP
+
| input='''Jumping''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>, (mid when chained from j.HK)
+
| properties=-
+
| dmg=700
+
| meter=10.0% OR 6%
+
| startup=10
+
| active=8
+
| recovery=15
+
| hitstop=11
+
| hitstun=25
+
| blockstun=20
+
| onhit=-3
+
| onblock=-2
+
| framedata=[[File:SG_fuk_jhp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_jlk.png]]
+
| caption=Thigh High
+
|hitbox=[http://wiki.shoryuken.com/images/9/97/SG_fuk_jlk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LK
+
| input='''Jumping''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=200
+
| meter=2.5%
+
| startup=7
+
| active=4
+
| recovery=8
+
| hitstop=7
+
| hitstun=17
+
| blockstun=20
+
| onhit=+6
+
| onblock=+9
+
| framedata=[[File:SG_fuk_jlk_fd.png|left]]}}
+
|
+
<br>
+
* Good air to air button
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_jmk.png]]
+
| caption=Bounce, No Volume
+
|hitbox=[http://wiki.shoryuken.com/images/5/54/SG_fuk_jmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MK
+
| input='''Jumping''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=450
+
| meter=7.5%
+
| startup=10
+
| active=6
+
| recovery=11
+
| hitstop=8
+
| hitstun=19
+
| blockstun=20
+
| onhit=+3
+
| onblock=+4
+
| framedata=[[File:SG_fuk_jmk_fd.png|left]]}}
+
|
+
<br>
+
* Good jump in button, easy to cross up with.
+
* Used in some resets and side switch combos.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_jhk.png]]
+
| caption=Butterfly Kiss
+
|hitbox=[http://wiki.shoryuken.com/images/2/2a/SG_fuk_jhk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HK
+
| input='''Jumping''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Backwards | '''Chains Backwards''']] (to j.HP)
+
| dmg=500
+
| meter=4.50%
+
| startup=9
+
| active=2
+
| recovery=26
+
| hitstop=10 (8 on block)
+
| hitstun=32
+
| blockstun=21
+
| onhit=+18
+
| onblock=±0
+
| framedata=[[File:SG_fuk_jhk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Throws==
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_throw.png]]
+
| caption=Shamone Cuddle
+
|hitbox=[http://wiki.shoryuken.com/images/8/8a/SG_fuk_throw_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Throw
+
| input={{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 212 x4
+
| meter=0, 5.0% x4
+
| startup=7
+
| active=1
+
| recovery=28
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=N/A
+
| framedata=[[File:SG_fuk_throw_fd.png|left]]}}
+
|
+
<br>
+
* Must BFF or have Clones setup previously to convert off of midscreen
+
* Corner conversions use OTG
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_airthrow.png]]
+
| caption=Widow's Peak
+
|hitbox=[http://wiki.shoryuken.com/images/1/11/SG_fuk_airthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Air Throw
+
| input={{SG_LP}} + {{SG_LK}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Air Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=300, 1000
+
| meter=10.0% x2
+
| startup=7
+
| active=3
+
| recovery=18
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_fuk_airthrow_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Team Moves==
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_tag.png]]
+
| caption=Bounce, No Volume
+
|hitbox=[http://wiki.shoryuken.com/images/5/54/SG_fuk_tag_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Tag
+
| input={{SG_MP}} + {{SG_MK}} '''/''' {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Tagging | '''Tag''']]
+
| dmg=500
+
| meter=7.5%
+
| startup=43
+
| active=6
+
| recovery=58
+
| hitstop=35 (11 on block)
+
| hitstun=12
+
| blockstun=13
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-39
+
| framedata=[[File:SG_fuk_tag_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_snap.png]]
+
| caption=Lash Out
+
|hitbox=[http://wiki.shoryuken.com/images/8/8a/SG_fuk_snap_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Snapback
+
| input=qcf + {{SG_MP}} + {{SG_MK}} '''/''' qcf + {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Snapbacks | '''Snapback''']]
+
| dmg=0
+
| meter=-100%
+
| startup=12 + 3
+
| active=3
+
| recovery=23
+
| hitstop=(9), 13
+
| hitstun=10
+
| blockstun=13
+
| onhit=N/A
+
| onblock=-12
+
| framedata=[[File:SG_fuk_snap_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Specials==
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcfp.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/3/39/SG_fuk_qcfp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Love Dart
+
| input=qcf + {{SG_P}} '''(Air OK)'''}}
+
|{{SGMoveData_2 |
+
| version=Ground
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=600 (200)
+
| meter= See Desc.
+
| startup=12
+
| active=--
+
| recovery=35
+
| hitstop=9
+
| hitstun=31 OR 12 (close, far)
+
| blockstun=18
+
| onhit=+6
+
| onblock=-7
+
| framedata=[[File:SG_fuk_qcfp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Air
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=600 (200)
+
| meter= See Desc.
+
| startup=11
+
| active=(Until ground), 33 (Air)
+
| recovery=24
+
| hitstop=9
+
| hitstun=24 OR 12 (close, far)
+
| blockstun=18 OR 12
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_fuk_jqcfp_fd.png|left]]}}
+
|
+
<br>
+
* 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).
+
:<nowiki></nowiki> Format below is move, % gained on hit, % gained on whiff.
+
:<nowiki></nowiki> L Dart, 2.34% to 9%, 0.66% to 1.5%
+
:<nowiki></nowiki> M Dart, 2.7% to 9%, 0.72% to 1.5%
+
:<nowiki></nowiki> H Dart, 2.52% to 9%, 0.72% to 1.5%
+
:<nowiki></nowiki> L Dart (Air), 0.18% to 7.2%, 0.39% to 1.23%
+
:<nowiki></nowiki> M Dart (Air), 0.9% to 9%, 0.69% to 1.44%
+
:<nowiki></nowiki> H Dart (Air), 1.26% to 9%, 0.63% to 1.5%
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcbk.png]]
+
| caption="Hm."
+
|hitbox=[http://wiki.shoryuken.com/images/e/e6/SG_fuk_qcbk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Forever a Clone
+
| input=qcb + {{SG_K}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LK}}}}
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']],<br>[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']] (vs assists)
+
| dmg=600 (100)
+
| meter=(2.5%) 4.15%
+
| startup=21, X, 2
+
| active=17
+
| recovery=21
+
| hitstop=9 (8 on block)
+
| hitstun=18
+
| blockstun=12
+
| onhit=[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_fuk_qcblk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MK}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']],<br>[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']]
+
| dmg=0, 750 (100)
+
| meter=(2.5%) 0%, 2.5%
+
| startup=25, X, 8
+
| active=2
+
| recovery=19
+
| hitstop=N/A (6 on block)
+
| hitstun=N/A
+
| blockstun=15
+
| onhit=[[Skullgirls/Mechanics/Attacks#Ground_Bounce | <span style="color:#ffff35">'''Ground Bounce'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_fuk_qcbmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}}}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=600
+
| meter=(2.5%) 4.15%
+
| startup=25, X, 8
+
| active=3
+
| recovery=19
+
| hitstop=14 (8 on block)
+
| hitstun=18
+
| blockstun=14
+
| onhit=[[Skullgirls/Mechanics/Attacks#Ground_Bounce | <span style="color:#ffff35">'''Ground Bounce'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_fuk_qcbhk_fd.png|left]]}}
+
|
+
<br>
+
* 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}}
+
** Hits low.
+
** Breaks armor against assists only.
+
* {{SG_MK}}
+
** 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}}
+
** 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.
+
<br>
+
:X indicates any additional startup from holding the button.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcfk.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/0/0f/SG_fuk_qcfk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Platonic Drillationship
+
| input=qcf + {{SG_K}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LK}}}}
+
| guard=Mid
+
| properties=
+
| dmg=350x3 (100 x3)
+
| meter=(2.5%) 2.5714% x3
+
| startup=10
+
| active=12
+
| recovery=24
+
| hitstop=1x2, 8
+
| hitstun=20x2, 30
+
| blockstun=22x3
+
| onhit=+5
+
| onblock=-3
+
| framedata=[[File:SG_fuk_qcflk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MK}}}}
+
| guard=Mid
+
| properties=-
+
| dmg=300x3, 500 (100 x4)
+
| meter=(2.5%) 2.5714% x4
+
| startup=14
+
| active=17
+
| recovery=25
+
| hitstop=1x3, 10
+
| hitstun=21x3, 30
+
| blockstun=22x3, 20
+
| onhit=+4
+
| onblock=-6
+
| framedata=[[File:SG_fuk_qcfmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Strike_Invulnerable | <span style="color:#00ffff">'''Invuln. (Strike)'''</span>]]
+
| dmg=300x4, 600 (100 x5)
+
| meter=(2.5%) 2.5714% x5
+
| startup=18
+
| active=22
+
| recovery=32
+
| hitstop=1x4, 10
+
| hitstun=22x4, 33
+
| blockstun=22x4, 18
+
| onhit=±0
+
| onblock=-15
+
| framedata=[[File:SG_fuk_qcfhk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcfthrow.png]]
+
| caption="Gotcha!"
+
|hitbox=[http://wiki.shoryuken.com/images/d/d9/SG_fuk_qcfthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Tender Embrace
+
| input=qcf + {{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''55% Damage Scaling''']]
+
| dmg=0, 300, 300, 1100
+
| meter=(0%) 0%, 7% x3
+
| startup=9
+
| active=2
+
| recovery=34
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=N/A
+
| framedata=[[File:SG_fuk_qcfthrow_fd.png|left]]}}
+
|
+
<br>
+
* Confirm off it with BFF, or OTG in corner
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcbthrow.png]]
+
| caption="Let's go!"
+
|hitbox=[http://wiki.shoryuken.com/images/archive/1/13/20180717035425%21SG_fuk_qcbthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Inevitable Snuggle
+
| input=qcb + {{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (7 hits),<br>[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''55% Damage Scaling''']]
+
| dmg=0, 300, 300, 1100
+
| meter=(0%) 0%, 7% x3
+
| startup=31
+
| active=2
+
| recovery=43
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=N/A
+
| framedata=[[File:SG_fuk_qcbthrow_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Supers==
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcfpp.png]]
+
| caption="Surprise"
+
|hitbox=[http://wiki.shoryuken.com/images/e/ea/SG_fuk_qcfpp_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Blown Kiss
+
| caption=Level 1
+
| input=qcf + {{SG_P}} + {{SG_P}} '''(Air OK)'''}}
+
|{{SGMoveData_2 |
+
| version=Ground
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']],<br>[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (1 frame before flash)
+
| dmg=900, 600x3 (205 x4)
+
| meter=-100%
+
| startup=5 + 6
+
| active=--
+
| recovery=50
+
| hitstop=(5), 16 x4 (2 x4 on block)
+
| hitstun=26 x4
+
| blockstun=29 x4
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=±0
+
| framedata=[[File:SG_fuk_qcfpp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Air
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']],<br>[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (1 frame before flash)
+
| dmg=900, 600x3 (205 x4)
+
| meter=-100%
+
| startup=8 + 4
+
| active=(Until ground) OR --
+
| recovery=43
+
| hitstop=(4), 16 x4 (2 x4 on block)
+
| hitstun=26 x4
+
| blockstun=29 x4
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_fuk_jqcfpp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcfkk.png]]
+
| caption="Get ready!"
+
|hitbox=[http://wiki.shoryuken.com/images/f/f4/SG_fuk_qcfkk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=The Drill of My Dreams
+
| caption=Level 1
+
| input=qcf + {{SG_K}} + {{SG_K}} '''(Air OK)'''}}
+
|{{SGMoveData_2 |
+
| version=Ground
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (1 frame before flash)
+
| dmg=350x14, 400 (75 x15)
+
| meter=-100%
+
| startup=5 + 3
+
| active=25
+
| recovery=37
+
| hitstop=(5), 3x14, 20 (1 x14, 20 On block)
+
| hitstun=18 x15
+
| blockstun=21x15
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-37
+
| framedata=[[File:SG_fuk_qcfkk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Air
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (1 frame before flash)
+
| dmg=275xN, 400 (75 xN)
+
| meter=-100%
+
| startup=5 + 3
+
| active=(Until ground), 1
+
| recovery=30
+
| hitstop=(5), 3xn, 20 (1 x14, 12 On block)
+
| hitstun=25xn, 18
+
| blockstun=21xn
+
| onhit=[[Skullgirls/Mechanics/Attacks#Ground_Bounce | <span style="color:#ffff35">'''Ground Bounce'''</span>]]
+
| onblock=-17
+
| framedata=[[File:SG_fuk_jqcfkk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcbkk.png]]
+
| caption="We're gonna get you~"
+
|hitbox=[http://wiki.shoryuken.com/images/f/fe/SG_fuk_qcbkk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Best Friends Forever!
+
| caption=Level 1
+
| input=qcb + {{SG_K}} + {{SG_K}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=200, 2300 (100)
+
| meter=-100%
+
| startup=29 + 6
+
| active=15
+
| recovery=35
+
| hitstop=(8), 58, 20 (1 on Block)
+
| hitstun=35, 15
+
| blockstun=24
+
| onhit=[[Skullgirls/Mechanics/Attacks#Crumple | '''Crumple''']] OR [[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=-24
+
| framedata=[[File:SG_fuk_qcbkk_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
 
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_qcbpp.png]]
+
| caption="Hey...!"
+
|hitbox=[http://wiki.shoryuken.com/images/b/b5/SG_fuk_qcbpp_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Twice Shy
+
| caption=Level 3
+
| input=qcb + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>45% Min. Scaling,<br>[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']]
+
| dmg=2300, 600, 2000 (300)
+
| meter=-300%
+
| startup=4 + 2
+
| active=1
+
| recovery=61
+
| hitstop=(3) N/A (8 on block)
+
| hitstun=N/A
+
| blockstun=23
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Splat | <span style="color:#ffff35">'''Wall Splat'''</span>]]
+
| onblock=-38
+
| framedata=[[File:SG_fuk_qcbpp_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_fuk_360.png]]
+
| caption="Let's go!"
+
|hitbox=[http://wiki.shoryuken.com/images/2/2f/SG_fuk_360_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Head Over Heels
+
| caption=Level 5
+
| input=360 + {{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''200% Damage Scaling''']]
+
| dmg=0, 0, 3000
+
| meter=-500%
+
| startup=5 + 0
+
| active=2
+
| recovery=39
+
| hitstop=(1)
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=N/A
+
| framedata=[[File:SG_fuk_360_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
*if used in a combo, via a staggering assist or stagger>DHC into it, fukua's lvl 5 will restore your OTG use.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Taunt==
+
 
+
{{SGMove_NoHB
+
|pic=[[File:SG_fuk_taunt.png]]
+
|caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Breakdown
+
| input={{SG_LK}} , {{SG_MK}} , b , {{SG_MP}} , {{SG_MP}}}}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=N/A
+
| active=N/A
+
| recovery=87
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A}}
+
|
+
<br>
+
* Heals 20% of life drained from shadows, and gives her opponent 4% meter.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
=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==
+
 
+
<youtube>a8qy86whVNA</youtube>
+
 
+
 
+
'''Midscreen (no shadows)''' - 6245 dmg [https://www.youtube.com/watch?v=8mACBYlME-I (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 [https://www.youtube.com/watch?v=2zilbW6yFTY (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
+
 
+
 
+
[https://www.youtube.com/watch?v=E0ZYug09CH8 other high damage midscreen combos]
+
 
+
Corner:
+
*[https://www.youtube.com/watch?v=IESbydeg3nw 7.7k lights only]
+
*[https://www.youtube.com/watch?v=keVF0UzA5l8 7.6k near universal]
+
*[https://www.youtube.com/watch?v=Xlg36L9QlGo 7.8k squigly only]
+
 
+
[https://www.youtube.com/watch?v=FqO3R80yCtE useful HCH combos, some use l fireball restands]
+
 
+
Midscreen:
+
[https://www.youtube.com/watch?v=-iWcliY2tc0 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 [https://youtu.be/yp2QoveLjLo (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.
+
 
+
Optimal damage routes in the 2lk 2mp 2hp M shadow, sweep conversion/route.  2lk 5mk 5hp is more stable, with 2lk 5mk 5hk being the most stable convertion.
+
 
+
=Resets and 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.
+
 
+
[https://www.youtube.com/playlist?list=PL6-Tq30BHJOe9nbf3nNZOoGaGNSEBU6G3 Fukua Resets]
+
 
+
[https://youtu.be/GlGFplXFFSo Fukua Shadow setups]
+
 
+
[https://www.youtube.com/watch?v=R5EiqFnN1KY undizzy efficient setup into 2mp>air left right throw, setup concept works on everyone not band]
+
 
+
[https://www.youtube.com/watch?v=eSvzvQgxn8o air left right on band]
+
 
+
[https://www.youtube.com/watch?v=UMnrzGQNNoQ less consistent but safer left right on band]
+
 
+
[https://www.youtube.com/watch?v=WrVC52Fjtd0 Forced land cancel setup, catches mashes and layers with airthrow off the 2mp instead]
+
 
+
[https://www.youtube.com/watch?v=6MikpAF3ioI Simple anti armored reversal setup]
+
 
+
[https://www.youtube.com/watch?v=PHW2LrRPcpU fukua basic burst bait compilation]
+
 
+
[https://www.youtube.com/watch?v=LQS87_F7t74 Niche OS between TK fireball and command grab]
+
 
+
[https://www.youtube.com/watch?v=W9wvOLL_718 Full combo punish concept vs beo arm super that gets under you]
+
 
+
[https://www.youtube.com/watch?v=D9C4eBWPhp4 setup to sandwhich them between you and a held clone]
+
 
+
[https://www.youtube.com/watch?v=Zjt0MDO0Ku0 Midscreen incoming concept]
+
 
+
[https://www.youtube.com/watch?v=misN1SGcmmk 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 Cerecopter 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 pressure 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 slow 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
+
 
+
=Counterplay=
+
 
+
===How to beat this character===
+
* Depending on the matchup, Fukua wants to either be abusing her good falling options by getting above an opponent, playing the ground game just outside of 2hp range, or playing hard keep away in hopes to get the opponent to swing hazardously giving her an opening. Be patient with your approaches, reserved with your air to airs and IADs, and be ready to try to bully her into a corner.
+
* When using resets against Fukua, her grounded reversals are better than her air reversals, therefore do your best to reset her in the air. Make sure the resets are pretty tight gaps, otherwise she can jump out or stall in the air with L fireball and ruin your tempo.
+
* If she is zoning you, she has large gaps between the times she can throw fireballs so do your best to close the gap if she guesses wrong on your movement and a fireball whiffs. Calling assists to tank a fireball hit while you move in behind the assist is very good for closing distance. Fast burst movement options like Blitzer and Fiber are strong vs Fukua fireballs as you are very likely to avoid the fireball and get a CH combo, and at worst get clipped by the fireball.
+
 
+
 
+
===Counters to common techniques===
+
 
+
* While Fukua mixups and pressure are very strong, if you do successfully block the first layer you can get out of further layers through proper absolute guard using push-block. Also, very very few strings she has are safe vs proper pushblock guard cancel reversals.  Look for patterns in the opponent's resets and pressure game to get a better understanding as to how and when to block, and when to swing back to try to take your turn.
+
* Up-forward is strong vs a lot of her reset setups just be wary of air throws and same-side 2hps
+
* [https://www.youtube.com/watch?v=wtdhI75SehU j.HK Scenarios]
+
<youtube>ZBHc8pXaS_U</youtube>
+
 
+
=Resources=
+
 
+
Youtube Channels to follow for Fukua tech and footage:
+
*[https://www.youtube.com/user/crazypkk/ Cadenza]
+
*[https://www.youtube.com/channel/UCf7hSVLxQ77GYymJxIR8kpQ Froggish]
+
*[https://www.youtube.com/user/ScottsdaleSmash softie]
+
 
+
===Match Videos===
+
* [http://tunawithbacon.com/?p1char1=FU Fukua match videos]
+
 
+
===Twitter Tech Hashtag===
+
* [https://twitter.com/search?q=%23SG_FUK&src=typd #SG_FUK]
+
 
+
===Guides===
+
 
+
===Discord Character Channel===
+
* https://discord.gg/skullgirls - Read the #rules channel, then use #role-assignment to get the Fukua role
+
 
+
===Skullheart===
+
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
+
* [http://skullheart.com/index.php?threads/fukuas-original-combos.2411/ Combo thread]
+
* [http://skullheart.com/index.php?threads/fukua-tech-thread.2415/ Tech thread]
+
* [http://skullheart.com/index.php?threads/fukua-general-discussion.2412/ General thread]
+
* [http://skullheart.com/index.php?threads/fukua-matchups.3558/ Matchup thread]
+
 
+
=Colors=
+
{{SGColors |
+
| text1=Default color palette. [https://twitter.com/ashuraou/status/580495920661426176]
+
| text2=Original alternate color palette.
+
| text3=Original alternate color palette.
+
| text4=Based on [http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Decapre Decapre] from Ultra Street Fighter 4.
+
| text5=Based on [http://mortalkombat.wikia.com/wiki/Ermac Ermac] from Ultimate Mortal Kombat 3.
+
| text6=Based on [http://marvelvscapcom.wikia.com/wiki/Shadow_Lady Shadow Lady] from Marvel vs Capcom.
+
| text7=Based on [http://wiki.shoryuken.com/Akuma_(ST) Akuma] from Street Fighter 2: Super Turbo.
+
| text8=Based on [http://streetfighter.wikia.com/wiki/Mech-Zangief Mech-Zangief] from Marvel vs Capcom.
+
| text9=Original alternate color palette.
+
| text10=Based on [http://wiki.shoryuken.com/Sean_(3S) Sean] from Street Fighter 3.
+
| text11=Based on [http://mortalkombat.wikia.com/wiki/Rain Rain] from Ultimate Mortal Kombat 3.
+
| text12=Based on [http://mortalkombat.wikia.com/wiki/Reptile Reptile] from Mortal Kombat.
+
| text13=Based on a [http://blackbookalpha.tumblr.com/post/51545982318/skullgirls-the-legend-of-maeruto-suezumaeki Naruto parody] by blackbookalpha.
+
| text14=Based on [http://supersmashbros.wikia.com/wiki/Falco_(SSBM) Falco] from Super Smash Bros: Melee.
+
| text15=Based on [http://deadoralive.wikia.com/wiki/Alpha-152 Alpha-152] from Dead or Alive 4.
+
| text16=Based on [http://www.fightersgeneration.com/characters2/violentken.html Violent Ken] from SNK vs Capcom: Chaos.
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| text17=Based on [http://sonic.wikia.com/wiki/Shadow_the_Hedgehog Shadow] from the Sonic series.
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| text18=Based on [http://onemustfall.wikia.com/wiki/Eva_Earlong Eva Earlong's Shadow] from One Must Fall: 2097.
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| text19=Based on [http://streetfighter.wikia.com/wiki/Allen_Snider Allen Snider] from Street Fighter EX.
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| text20=Based on [http://marvelvscapcom.wikia.com/wiki/Red_Venom Red Venom] from Marvel vs Capcom.
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| text21=Based on [http://deadoralive.wikia.com/wiki/Honoka Honoka] from Dead or Alive 5 Last Round.
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| text22=Based on [http://wiki.shoryuken.com/Marvel_vs_Capcom_2/War_Machine War Machine] from Marvel vs. Capcom 2.
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| text23=Based on [http://guilty-gear.wikia.com/wiki/Robo-Ky_Mk._II Robo-Ky Mk. II] from Guilty Gear Isuka.
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| text24=Based on "mind controlled" [http://kill-la-kill.wikia.com/wiki/Ry%C5%ABko_Matoi Ryūko] from Kill la Kill.
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| text25=Based on [http://snk.wikia.com/wiki/Shermie Orochi Shermie] from King of Fighters.
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| color1=[[File:SG_fuk_color1.png]]
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| color2=[[File:SG_fuk_color2.png]]
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| color3=[[File:SG_fuk_color3.png]]
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| color4=[[File:SG_fuk_color4.png]]
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| color5=[[File:SG_fuk_color5.png]]
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| color6=[[File:SG_fuk_color6.png]]
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| color7=[[File:SG_fuk_color7.png]]
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| color8=[[File:SG_fuk_color8.png]]
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| color9=[[File:SG_fuk_color9.png]]
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| color10=[[File:SG_fuk_color10.png]]
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| color11=[[File:SG_fuk_color11.png]]
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| color12=[[File:SG_fuk_color12.png]]
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| color13=[[File:SG_fuk_color13.png]]
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| color14=[[File:SG_fuk_color14.png]]
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| color15=[[File:SG_fuk_color15.png]]
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| color16=[[File:SG_fuk_color16.png]]
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| color17=[[File:SG_fuk_color17.png]]
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| color18=[[File:SG_fuk_color18.png]]
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| color19=[[File:SG_fuk_color19.png]]
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| color20=[[File:SG_fuk_color20.png]]
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| color21=[[File:SG_fuk_color21.png]]
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| color22=[[File:SG_fuk_color22.png]]
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| color23=[[File:SG_fuk_color23.png]]
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| color24=[[File:SG_fuk_color24.png]]
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| color25=[[File:SG_fuk_color25.png]]}}
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=Win Poses=
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Fukua has 2 win poses, and the winning player can select a win pose by holding a button at the end of the match.
+
 
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{| style="border:1px solid #262E32" cellpadding="5" cellspacing="0" width="1200"
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|- style="vertical-align:top" align=left
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| width="247" | [[File:SG_pose_fuk_1.png]]
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| width="230" | <b>Winpose 1:<br/>Hold</b> {{#motion:{{SG_P}}}}<br>''I guess we've won.''
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| width="170" | [[File:SG_pose_fuk_2.png]]
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| width="230" | <b>Winpose 2:<br/>Hold</b> {{#motion:{{SG_K}}}}
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|}
+
 
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+
 
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{{Skullgirls}}
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[[Category: Skullgirls]]
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Latest revision as of 06:45, 7 January 2020

The Skullgirls wiki has moved!