Skullgirls Fukua
Contents.Strategy GoalsFukua 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.OffenseFukua 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.
Fan-Favorite Fukua is Coming to Skullgirls Mobile This Month. On Mar 09, 2020 11:19 am, by Ash Mayhew. Fukua is the latest character to be added to Skullgirls Mobile, and the last of the original PC and console line-up to make the transition to the small screen. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. Both Cerebella's lvl 1 grab and Fukua's lvl 5 grab use the same 360 input. Oct 4, 2014 @ 10:14pm Elaborating on what CarThief said when you do 360s you need to make sure you're not rotating up until the last part of the motion.
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.NeutralFireball 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 drillfireball superdhc.
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 blockCounterplay 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.
StoryOne 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.BasicsFukua plays a space control game with air normals and fireballs, but once she gets a hit, her clones enable very unique and powerful setplay. Mixups: Fukua is the only character with a 2LK that chains into itself, allowing her to hit confirm and stagger lows easily. Combined with her fast command grab Tender Embrace (236LPLK) and her fast pseudo-divekick normal jHK, Fukua's base closeup pressure game is already solid.
But Fukua shines with her Forever a Clone move (214K), which makes clones 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. Holding the shadows to release during or after Fukua's other moves will allow you to setup sneaky high/low/left/right mixups from multiple situations that are generally safe. Creatively working the clones into your combos and setups is key to playing Fukua at a high level.
Midrange strength: 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 strength controls a very different trajectory that can be hard to challenge. 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. Reversals: Fukua's most reliable meterless reversal is the strike invulnerable H Platonic Drillationship (236HK).
She can also use her armored command grab Inevitable Snuggle (214LPLK) to catch opponents, but it is very slow and should be used with caution. Her level 1 super Best Friends Forever (214KK) is fully invulnerable with far range, but has slow startup. Her level 3 super Twice Shy (214PP) is fully invulnerable, fast startup, and is a hitgrab that will beat out armor moves but it has somewhat short range.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. 2LK - only 2LK into the game that can chain into itself. Complement it with her command grab, Tender Embrace (236LP+LK). 2HP - long range ground poke, confirm with M fireball. 2MP - 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 reversalShadow Life DrainFukua'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.Stats Movement WeightDashDouble JumpAirdashIAD LockoutLightRunYesNoN/AWakeup Time Forward TechBackward TechSliding KDHard KDCrumpleAssist Recovery3Chains Standing3 Buttons: or → or → orCrouching3 Buttons: or → or → orAir6 Buttons: → → → → →Move List Standing NormalsStanding Jab5LPs.x1GuardPropertiesDamageMeterOn HitOn BlockOn PushblockMid2002.5%±0+3StartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop631416197N/A. 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.Thigh HighjLKj.GuardPropertiesDamageMeterOn HitOn BlockOn PushblockHigh-2002.5%+6+9StartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop74817207N/A. 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.Universal MechanicsShamone CuddleThrow+GuardPropertiesDamageMeterOn HitOn BlockOn PushblockThrow0, 212 x40, 5.0% x4N/AStartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop7128N/AN/AN/AN/A. Airthrow leading to sliding knockdown allows for Fukua to setup consistent oki situations with held Clones and meaty L Air fireball. Kara 5MK into H clone, threaten 2LK or 2MK 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: 2LK 2MP 2HP hold any clone, dash up 2LK 2MP, delay jump air throw, release cloneBounce, No VolumeTag+ / +GuardPropertiesDamageMeterOn HitOn BlockOn PushblockMid5007.5%-39StartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop5 (11 on block)N/A. 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%'Hm.' Forever a Clone+GuardPropertiesDamageMeterOn HitOn BlockOn PushblockLow,(vs assists)600 (100)(2.5%) 4.15%N/AStartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop21, X, (8 on block)N/A. 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. 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.' The Drill of My DreamsLevel 1+ + (Air OK)GroundGuardPropertiesDamageMeterOn HitOn BlockOn PushblockMid(1 frame before flash)350x14, 400 (75 x15)-100%-37StartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop5 + 3253718 x1521x153x14, 20 (1 x14, 20 On block)5.
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.'
We're gonna get you'Best Friends Forever!Level 1+ +GuardPropertiesDamageMeterOn HitOn BlockOn PushblockMid,200, 2300 (100)-100%or-24StartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop29 or 34. + 6153535, 152458, 20 (1 on Block)8. 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. Angry birds goal.
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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.When this move invuls through a throw, it gains extra startup. 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'Hey.!' Twice ShyLevel 3+ +GuardPropertiesDamageMeterOn HitOn BlockOn PushblockMid,2300, 600, 2000 (300)-300%-38StartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop4 + 2161N/A23N/A (8 on block)3. 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'Let's go!' Head Over HeelsLevel 5+ +GuardPropertiesDamageMeterOn HitOn BlockOn Pushblock,0, 0, 3000-500%N/AStartupActiveRecoveryHit StunBlock StunHit StopSuper Hit Stop5 + 0239N/AN/AN/A1.