Idol Showdown/Fubuki Shirakami: Difference between revisions
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|damage=65 | |damage=65 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=17 | ||
|active=Until Offscreen | |active=Until Offscreen | ||
|recovery= | |recovery=29 | ||
|advHit= | |advHit=-3~ | ||
|advBlock=- | |advBlock=-6~ | ||
|description= | |description= | ||
* SSR - ~10% | * SSR - ~10% | ||
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* Disappears if Fubuki is hit | * Disappears if Fubuki is hit | ||
* Has a projectile durability of 1x1 | * Has a projectile durability of 1x1 | ||
Fubuki's slower projectile. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner, it instead inherits the pushback from the normal it was cancelled out of. | Fubuki's slower projectile. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner, it instead inherits the pushback from the normal it was cancelled out of. Minus on block at close range, but can be made unpunishable or even plus when done at slightly further distances. Great way to end a pressure string. 5S uses this version. | ||
As a result of the projectile's slower travel speed, it can become fairly plus at the right distance, as shown in the diagram below. | As a result of the projectile's slower travel speed, it can become fairly plus at the right distance, as shown in the diagram below. | ||
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|damage=65 | |damage=65 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=15 | ||
|active=Until Offscreen | |active=Until Offscreen | ||
|recovery= | |recovery=31 | ||
|advHit=+1~ | |advHit=+1~ | ||
|advBlock=-8~ | |advBlock=-8~ | ||
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* Disappears if Fubuki is hit | * Disappears if Fubuki is hit | ||
* Has a projectile durability of 1x1 | * Has a projectile durability of 1x1 | ||
Fubuki's faster projectile. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner, it instead inherits the pushback from the normal it was cancelled out of. Unsafe on block at close range, but can be made unpunishable or even plus when done at slightly further distances. Great way to end a pressure string | Fubuki's faster projectile. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner, it instead inherits the pushback from the normal it was cancelled out of. Unsafe on block at close range, but can be made unpunishable or even plus when done at slightly further distances. Great way to end a pressure string. | ||
As a result of the projectile's fast travel speed, its frame data does not change as much from a distance, as shown in the diagram below. In exchange, it can be used to frame trap the opponent even when cancelled into at the tip of normals. | As a result of the projectile's fast travel speed, its frame data does not change as much from a distance, as shown in the diagram below. In exchange, it can be used to frame trap the opponent even when cancelled into at the tip of normals. | ||
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|damage=100 | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=17 | ||
|active=Until Offscreen | |||
|recovery=29 | |||
|advHit=-3~ | |||
|advBlock=-6~ | |||
|description= | |||
* Grants 2 superchats on use | |||
* Disappears if Fubuki is hit | |||
* Has a projectile durability of 2x1 | |||
Enhanced projectile via luck or 22S that has higher base damage and higher projectile durability despite hitting once. Effectively identical to the regular L version of her projectile. As a result of its higher projectile durability, it will bust through regular projectiles and completely cancel out stronger projectiles that have a projectile durability of 2 (such as her or Korone's 236H). | |||
[[File:IS_Fubuki_236L_SSR_diagram_small2.png]] | |||
}} | |||
{{AttackData-IS | |||
|version=SSR | |||
|damage=100 | |||
|guard=Mid | |||
|startup=15 | |||
|active=Until Offscreen | |active=Until Offscreen | ||
|recovery= | |recovery=31 | ||
|advHit= | |advHit=-5~ | ||
|advBlock=-8~ | |advBlock=-8~ | ||
|description= | |description= | ||
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* Disappears if Fubuki is hit | * Disappears if Fubuki is hit | ||
* Has a projectile durability of 2x1 | * Has a projectile durability of 2x1 | ||
Enhanced | Enhanced projectile via luck or 22S that has higher base damage and higher projectile durability despite hitting once. Effectively identical to the regular M version of her projectile. As a result of its higher projectile durability, it will bust through regular projectiles and completely cancel out stronger projectiles that have a projectile durability of 2 (such as her or Korone's 236H). | ||
[[File: | [[File:IS_Fubuki_236M_SSR_diagram_small2.png]] | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|recovery=27 | |recovery=27 | ||
|advHit= | |advHit= | ||
|advBlock=+ | |advBlock=+1~ | ||
|description= | |description= | ||
* Costs 1 Star Meter and grants 5 superchats on use | * Costs 1 Star Meter and grants 5 superchats on use | ||
* Does not disappear if Fubuki is hit | * Does not disappear if Fubuki is hit | ||
* Has a projectile durability of 1x2 | * Has a projectile durability of 1x2 | ||
"Kon-cob" Faster startup projectile with 2 hits that | "Kon-cob" Faster startup projectile with 2 hits that leads to a soft knockdown on hit. Useful for extending pressure or even forcing a mixup if done from ranges where its frame advantage on block becomes absurdly plus. | ||
Arguably the best way to use a super chat cancel on block if you want to further your offense | Arguably the best way to use a super chat cancel on block if you want to further your offense if the opponent doesn't instant block. Take note that 214L and 214M both have 12 frames of blockstun which means that 236H being 13f startup creates a minimum 1f gap between an immediate super chat cancel 236H out of a blocked 214X. Amazing as a frame trap, but the gap being guaranteed means that if the opponent has meter stocked, they can exploit it by doing a reversal. | ||
[[File:IS_Fubuki_236H_diagram_small2.png]] | [[File:IS_Fubuki_236H_diagram_small2.png]] |
Revision as of 18:03, 5 May 2024
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'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。[3]
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 - 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.
HP:
Backdash:
Movement Speed:
Moves
Standing Normals
5L
5L
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Toggle Hitboxes Toggle Hitboxes
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5M
5M
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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
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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
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Toggle Hitboxes Toggle Hitboxes
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j.H
j.H
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
4H
Toggle Hitboxes Toggle Hitboxes
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j.2M
Toggle Hitboxes Toggle Hitboxes
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Throw
Throw
Overhead
Overhead
Special Attacks
236X
214X
Toggle Hitboxes Toggle Hitboxes
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j.214X
Toggle Hitboxes Toggle Hitboxes
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22X
22S
Super Star Attack
Toggle Hitboxes Toggle Hitboxes
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Colors
Ookami Mio (Hololive)
Shiranui Flare (Hololive)
Tsunomaki Watame (Hololive)
First design
Aragami Oga (Holostars)
Ky Kiske (Guilty Gear)