Idol Showdown/Fubuki Shirakami: Difference between revisions
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* SSR - 8% | * SSR - 8% | ||
* Grants 5 superchats on use | * Grants 5 superchats on use | ||
Quick and somewhat vertical anti-air | * Can be low-profiled | ||
Quick and somewhat vertical anti-air. Is not fully invulnerable, but has very long head invulnerability that starts on frame 1 and a lot of active frames. 2S uses this version. | |||
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* SSR - 10.3% | * SSR - 10.3% | ||
* Grants 5 superchats on use | * Grants 5 superchats on use | ||
Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable. | * Can be low-profiled | ||
Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable, but has very long head invulnerability that starts on frame 1 and a lot of active frames. | |||
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* Grants 5 superchats on use | * Grants 5 superchats on use | ||
* Cannot be low-profiled | |||
* Full invuln only during startup, it can trade during active frames | * Full invuln only during startup, it can trade during active frames | ||
* Frame advantage on block is based on earliest air recovery | * Frame advantage on block is based on earliest air recovery | ||
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* Grants 5 superchats on use | * Grants 5 superchats on use | ||
* Cannot be low-profiled | |||
* Full invuln only during startup, it can trade during active frames | * Full invuln only during startup, it can trade during active frames | ||
* Frame advantage on block is based on earliest air recovery | * Frame advantage on block is based on earliest air recovery | ||
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* Costs 1 Star Meter and grants 5 superchats on use | * Costs 1 Star Meter and grants 5 superchats on use | ||
* Can be low-profiled | |||
* Total damage value is based on its use as a starter | * Total damage value is based on its use as a starter | ||
"Shin Yukkuri Flip" True DP with invuln that ends in a ground bounce for easy combo extensions. Be careful when using as an anti-air as the full invuln runs out midway through active frames unlike the head invuln of 22L and 22M which lasts all the way through active frames. Causes severe scaling (50%) if used as a starter, but makes combos deal quite a bit of damage when used mid-combo. Same angle as 22L. | "Shin Yukkuri Flip" True DP with invuln that ends in a ground bounce for easy combo extensions. Be careful when using as an anti-air as the full invuln runs out midway through active frames unlike the head invuln of 22L and 22M which lasts all the way through active frames. Causes severe scaling (50%) if used as a starter, but makes combos deal quite a bit of damage when used mid-combo. Same angle as 22L. |
Revision as of 22:40, 10 August 2023
Introduction
Fubuki is a solid all-rounder who has no problem fighting at any distance. Her opportunistic playstyle rewards players who can take advantage of her unique SSR passive.
Unique Passive: Fubuki's special moves have a small chance to be blessed with SSR luck! SSR moves have properties that make them more powerful than their standard counterparts. Fubuki's "Burger Fox" special grants Fubuki guaranteed SSR luck on her next special move. If luck isn't on her side, don't fret, the 10th use of the same special move will be a guaranteed SSR as well! [1]
![]() Fubuki Shirakami is a well-rounded "shoto" character that has solid tools for every situation with a sprinkle of RNG. |
Pick if you like | Avoid if you dislike |
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Recommended Collabs
Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
Miko - Pressure and Patrol + Emergency Lockdown
- Her L+H assist patrols around you in neutral and persists even when you are getting hit, so on top of it being decent for extending your own pressure, it can also be used defensively to make it harder for the opponent to reliably apply their pressure or finish combos.
- Miko's 214S lava bucket keeps the opponent stuck in blockstun for an eternity. This assist allows Fubuki to safely continue pressure and enforce mixups after a knockdown or after making the opponent block normally punishable moves.
Amelia - Adaptable Frame Data Augmentation + Enhanced Mixup Reward
- Amelia's L+H time slow is very flexible in how it can be used combined with Fubuki's kit (neutral, defense, offense, combo extension, forcing scrambles, etc.) so just having it stocked demands respect from the opponent as they will experience double the frames if you get a clean activation on them.
- Her 214S makes Fubuki's strike/throw game much scarier, since it allows her to combo off of throw and 3H knockdowns for a sizeable amount of damage. It even allows her to extend tip ranged confirms with her tatsu into full combos.
Kanata - Neutral Disruption + Jumpscare Command Grab
- Kanata's L+H assist can be used both in neutral to make it much more difficult to approach Fubuki and on defense to effectively force combo drops or pressure restructuring due to the pushback from the waves.
- The very fast assist command grab that is Kanata's 214S greatly improves Fubuki's offensive capabilities and damage as a result of it allowing a juggle pickup. This assist can be used in tandem with Fubuki's great anti-airs to set up air unblockable situations or even true unblockables.
Additional notes on Assist Synergy and Assists not featured above can be found here.
Introduction
フブキはどんな距離でも問題なく戦えるオールラウンダー。「SSR」スキルというユニークな特性を生かした臨機応変なプレイスタイルが魅力。
固有スキル: フブキの必殺技はわずかな確率ではあるが、ガチャのような「SSR」が出現することがあり、SSR技が通常の技よりも強力な効果を持つようになる。フブキの必殺技「バーガーフォックス」は次の必殺技で必ずSSRが発生するようになる。同じ技を10回使用すれば、10回目の使用は確実にSSRとなる。[2]
![]() Fubuki Shirakami is a well-rounded "shoto" character that has solid tools for every situation with a sprinkle of RNG. |
Pick if you like | Avoid if you dislike |
---|---|
|
|
Recommended Collabs
Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
Miko - Both of Miko's assists allow Fubuki to safely continue pressure and enforce mixups after a knockdown. Her L+H assist persists even when you are getting hit, so it can be used defensively to make it harder for the opponent to reliably apply pressure or finish combos.
Amelia - Amelia's 214S makes Fubuki's strike/throw game much scarier, since it allows her to combo off of throw and 3H knockdowns for a sizeable amount of damage. Her L+H time slow is also very flexible in how it can be used combined with Fubuki's kit (neutral, defense, offense, combo extension, forcing scrambles, etc.) so just having it stocked demands respect from the opponent.
Marine - Marine's L+H assist helps Fubuki a lot in offense, since the opponent has to either take tons of chip damage or eat an air unblockable attack. It can be used in neutral as a way to bait a jump or on defense to force the opponent to adjust their pressure or combos to get out of the way of Marine. Marine's 214S can also help at long range and may be used to extend some combos.
Kiara - Kiara greatly helps Fubuki during neutral against projectile zoners, thanks to her L+H reflect assist. Fubuki can also use Kiara's 214S to safely run in from far away. Not very good for combos at all, but Fubuki's kit shines once she gets in, so if you can use Kiara to force your way in, then Fubuki can easily get the job done.
HP:
Backdash:
Movement Speed:
Moves
Standing Normals
5L
5L Kon kon! Kon kon!
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Toggle Hitboxes Toggle Hitboxes
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5M
5M
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Toggle Hitboxes Toggle Hitboxes
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5H
5H
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2L
2L
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Toggle Hitboxes Toggle Hitboxes
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2M
2M
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Toggle Hitboxes Toggle Hitboxes
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2H
2H Electric Wind Fox Fist Electric Wind Fox Fist
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Toggle Hitboxes Toggle Hitboxes
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3H
3H
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.L
j.L
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Toggle Hitboxes Toggle Hitboxes
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j.M
j.M Early Active Early Active Mid Active Mid Active Late Active Late Active
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Toggle Hitboxes Toggle Hitboxes
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j.H
j.H Early Active Early Active "Sour Hit" Active Until Landing "Sour Hit" Active Until Landing
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
4H
4H Kon'ter Kon'ter Strike Strike
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j.2M
j.2M Bird Fox Bird Fox
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Toggle Hitboxes Toggle Hitboxes
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Throw
Throw
Throw L+M Best friends, okay? Best friends, okay?
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Overhead
Overhead
Overhead
M+H |
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Special Attacks
236X
Orunyanke 236X or 5S/6S L/M L/M SSR SSR H H
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214X
Blizzard Swirl 214X or 4S L L M M
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Toggle Hitboxes Toggle Hitboxes
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j.214X
Aerial Blizzard
j.214X or j.S |
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Toggle Hitboxes Toggle Hitboxes
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22X
Yukkuri Flip
22X or 2S |
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22S
Burger Fox
22S |
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Super Star Attack
Kurokami
236S |
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Colors
Ookami Mio (Hololive)
Shiranui Flare (Hololive)
Tsunomaki Watame (Hololive)
First design
Aragami Oga (Holostars)
Ky Kiske (Guilty Gear)