Idol Showdown/Fubuki Shirakami: Difference between revisions

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[[File:IS_Fubuki_Profile.jpg|thumb]]
{{Version-IS|4.0.8}}
[[File:IS_Fubuki_Logo.png|250px]]
[[File:IS_Fubuki_Logo.png|250px]]


'''Versatile Fox Spirit''' - ''Adaptable Gacha Mastery''
'''Versatile Fox Spirit''' - ''Adaptable Gacha Mastery'' <br>
 
'''Difficulty''' - ★☆☆☆☆☆
{{TOClimit|2}}
{{CharacterIntro-IS
|hp=1000
|backdash=24F (1~5F {{Property-IS|Full}} Invuln) (1~19F {{Property-IS|grab}} Invuln)
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Average]]
|char= Fubuki
|intro=
==Introduction==
==Introduction==
{{Content Box|content=
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.
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!
'''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 two special moves. 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! [https://wiki.gbl.gg/w/Idol_Showdown/Fubuki_Shirakami/Strategy#Gacha_and_Pity_System_Explained]


{{ProConTable
{{CharacterPickReasons
|intro='''Fubuki Shirakami''' is a well-rounded "shoto" character with tools for every distance.
|intro=[[File:IS_Fubuki_Icon.png|100px]]
(This section is a placeholder and will be filled out or even completely removed once the game is stable and Fubuki's glitches are fixed, do not make changes to it)
'''Fubuki Shirakami''' is a well-rounded "shoto" character that has solid tools for every situation with a sprinkle of [[/Strategy#Gacha_and_Pity_System_Explained|RNG]].
|pros=
|pros=
* Well-rounded
* '''Flexibility''': Equipped with a balanced set of normals, a variety of reliable anti-airs, a fast forward-moving projectile invuln spin attack, solid projectiles, multiple metered reversals, and the ability to convert resources into safe pressure extensions, Fubuki has at least some way to contest the opponent at every range and is ready for any situation.
* Very cute
* '''Easy Hit Confirms''': Fubuki's grounded and air normals have either abnormally long hitstun values or generally lengthy untech times. Combined with the quick startup of her specials, it is very difficult to fumble combo conversions no matter how awkward the initial hits may be.
* Gacha
* '''Gacha''': Fubuki's random SSR-enhanced special moves lead to more damaging combos and have additional neutral or defensive utility without requiring meter to be spent outside of {{input|22S}}.
* '''Cute Fox Girls'''
|cons=
|cons=
* Master-of-none
* '''Generalists''': While Fubuki can perform comfortably in every situation, as a result of other characters being more specialized, very few of her tools are considered the best in their class individually.
* Gacha
* '''Meter Combination Prerequisites''': Fubuki generally has to spend both types of meter at the same time in order to squeeze more damage out of longer-ranged confirms if she doesn't get lucky with SSRs. Most other characters get to choose between spending Star Meter or Superchat Meter respectively for their extensions, and some may not even need to spend anything.
* '''Gacha''': Optimal play requires the player to be able to react to sudden SSRs happening and be ready to adjust their neutral, pressure, combos, knockdowns, and oki timings on the fly. Also, properly keeping track of and implementing Fubuki's unique passive's "[[/Strategy#Gacha_and_Pity_System_Explained|pity]]" system tied to number of specials used in a row may be a bit challenging.
|width=100
}}
}}


===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 [[Idol_Showdown/Fubuki_Shirakami/Strategy#Assist_Synergy|something else]]!
* [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko_Sakura|Miko]]''' - '''Pressure and Patrol + Emergency Lockdown'''
:*Her 5+Col 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 6+Col 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.
* [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara_Takanashi|Kiara]]''' - '''Projectile Reflector + Charging Star Jumpscare'''
:*Kiara greatly helps Fubuki during neutral against projectile zoners, thanks to her 5+Col reflector assist.
:*Fubuki can also use Kiara's 6+Col in neutral, on defense, to extend combos for massive damage, or even to confirm universal or instant overheads.
* [[File:IS_Subaru_Icon.png|40px]] '''[[Idol Showdown/Collabs#Subaru_Oozora|Subaru]]''' - '''Versatile Call for Backup + Full Screen Sausage'''
:*Subaru's 5+Col can be used in a variety of helpful ways to enforce will in neutral, get opponents off of you on defense, extend pressure or combos, and even set up or confirm mixups.
:*While the startup of Subaru's 6+Col is fairly slow and not too useful for extending combos, it can make the opponent more inclined to jump thanks to its high blockstun which can create openings in neutral to take space or in pressure to snipe a jumpout with any of Fubuki's great anti-airs.
[[Idol_Showdown/Fubuki_Shirakami/Strategy#Assist_Synergy|Additional notes on Assist Synergy and Assists not featured above can be found here.]]
}}
}}


===Recommended Collabs===
* [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko_Sakura|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 finish combos.
* [[File:IS_Watson_Icon.png|40px]] '''[[Idol Showdown/Collabs#Amelia_Watson|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.
* [[File:IS_Marine_Icon.png|40px]] '''[[Idol Showdown/Collabs#Marine_Houshou|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.
* [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara_Takanashi|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.


==Normal Moves==
==Moves==
=== Standing Normals ===
=== Standing Normals ===
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
Line 44: Line 63:
  |startup=6
  |startup=6
  |active=3
  |active=3
  |recovery=10
  |recovery=12
  |advHit=+3
  |advHit=0
  |advBlock=-1
  |advBlock=-3
  |description=Standard fast jab that hits crouchers. Links into itself on counterhit.
  |description=
* Self-Gatling Count: 3
Standard fast jab that hits crouchers.
  }}
  }}
}}
}}
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  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=7
  |active=3
  |active=5
  |recovery=27
  |recovery=21
  |advHit=-3
  |advHit=-1
  |advBlock=-9
  |advBlock=-6
  |description=Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals, so it is the prime normal to cancel into projectiles out of on block.
  |description=Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals and a fair bit of pushback, so it is the prime normal to cancel from into projectiles to end blockstrings.
  }}
  }}
}}
}}
Line 80: Line 101:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=86(45,41)
  |damage=30, 55
  |guard=Mid
  |guard=Mid
  |startup=11
  |startup=11
  |active=2(2)2
  |active=2(2)2
  |recovery=24
  |recovery=25
  |advHit=+9
  |advHit=+9
  |advBlock=-13
  |advBlock=-9
  |description=Foward-moving slash that hits twice and inflicts a lengthy amount of hitstun. Can be linked back into Medium or even dashing Light buttons on hit as a result of the massive frame advantage. Be careful using this move in pressure, however, as it actually has lower blockstun than 5M which may create unwanted gaps during normal gatlings and special cancels.
  |description=Foward-moving slash that hits twice and inflicts a lengthy amount of hitstun. Can be linked back into Medium or even dashing Light buttons on hit as a result of the massive frame advantage.
  }}
  }}
}}
}}
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  |startup=5
  |startup=5
  |active=2
  |active=2
  |recovery=10
  |recovery=14
  |advHit=+3
  |advHit=-1
  |advBlock=0
  |advBlock=-4
  |description=
  |description=
Fubuki's fastest normal. Hits low and is not negative on block on top of having 5f startup which makes it a very strong pressure tool. Links into itself on counterhit.
* Self-Gatling Count: 3
Fubuki's fastest normal. Hits low and uniquely has a self-gatling count of 3.
  }}
  }}
}}
}}
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  |guard=Low, Air Unblockable
  |guard=Low, Air Unblockable
  |startup=8
  |startup=8
  |active=4
  |active=3
  |recovery=18
  |recovery=19
  |advHit=+4
  |advHit=+1
  |advBlock=-3
  |advBlock=-4
  |description=
  |description=
Fubuki's low tail poke that has more range than her sweep, but is a bit shorter than her 5M. Has high blockstun compared to her other normals, but less than 5M. Links into itself on counterhit. Has fairly high base damage for its speed, so it is both a great starter and an amazing combo tool. Can take advantage of the move's low recovery to gatling into a whiff and pull in 5M's hurtbox. This makes it harder to attempt punishing on block at max range, even though 5M's frame advantage does not change from being -9.
Fubuki's low tail poke that has more range than her sweep, but is a bit shorter than her 5M. Has high blockstun compared to her other normals, but less than 5M. Has fairly high base damage for its speed, so it is both a great starter and an amazing combo tool. Can take advantage of the move's low recovery to gatling into a whiff and pull in 5M's hurtbox.
  }}
  }}
}}
}}
Line 149: Line 171:
  |recovery=25
  |recovery=25
  |advHit=
  |advHit=
  |advBlock=-16
  |advBlock=-14
  |invul= (3~13) {{Property-IS|head}}
  |invul= (5~12) {{Property-IS|head}}
  |description=
  |description=
* Jump cancellable on hit and block
* Jump cancellable on hit and block
Fubuki's main anti-air and launcher. Head invuln starts up on frame 3, and it has an amazing hitbox that even covers a bit of the space directly above and behind her. Simple way to launch the opponent in order to start a juggle combo. Will vacuum the opponent in on anti-air or during a juggle, so even awkward angle hits are easy to confirm and keep stable.
Fubuki's main anti-air and launcher. Head invuln starts up on frame 5, and it has an amazing hitbox that even covers a bit of the space directly above and behind her. Simple way to launch the opponent in order to start a juggle combo. Will vacuum the opponent in on anti-air or during a juggle, so even awkward angle hits are easy to confirm and keep stable.
  }}
  }}
}}
}}
Line 168: Line 190:
  |damage=95
  |damage=95
  |guard=Low,Air Unblockable
  |guard=Low,Air Unblockable
  |startup=10
  |startup=9
  |active=3
  |active=3
  |recovery=19
  |recovery=19
  |advHit=+37
  |advHit=HKD
  |advBlock=-11
  |advBlock=-10
  |description=Fubuki's sweep which leads to hard knockdown. Somewhat short compared to her other normals, so be careful in combos and pressure since it is easy to whiff if you are just barely out of range.
  |description=Fubuki's sweep which leads to hard knockdown. Somewhat short compared to her other normals, so be careful in combos and pressure, since it is easy to whiff if you are just barely out of range.
  }}
  }}
}}
}}
Line 181: Line 203:
{{MoveData-IS
{{MoveData-IS
|image=IS_Fubuki_jL.png
|image=IS_Fubuki_jL.png
|hitbox=IS_Fubuki_jL_hitbox.png
|resizeImage=yes
|resizeImage=yes
|caption=
|caption=
Line 190: Line 213:
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=Until Landing + 3
  |recovery=Until Landing + 2
  |advHit=
  |advHit=
  |advBlock=
  |advBlock= -1
  |description=Instant overhead. Confirm with j.S or j.214X.
  |description=
* Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)
A great rising air to air that functions as an instant overhead when used with the SSR version of her air special. You may set up for the instant overhead by cancelling into 22S after a knockdown, or you can try testing your luck. Be careful, though, as even a successful instant overhead cancelled into regular {{input|j.214X}} or {{input|j.S}} will be -7 on hit.
  }}
  }}
}}
}}
Line 199: Line 224:
====== <font style="visibility:hidden" size="0">j.M</font> ======
====== <font style="visibility:hidden" size="0">j.M</font> ======
{{MoveData-IS
{{MoveData-IS
|image=IS_Fubuki_jM.png
|image=IS_Fubuki_jM_1.png
|hitbox=IS_Fubuki_jM_hitbox_1.png
|caption=Early Active
|image2=IS_Fubuki_jM_2.png
|hitbox2=IS_Fubuki_jM_hitbox_2.png
|caption2=Mid Active
|image3=IS_Fubuki_jM_3.png
|hitbox3=IS_Fubuki_jM_hitbox_3.png
|caption3=Late Active
|resizeImage=yes
|resizeImage=yes
|caption=
|name=j.M
|name=j.M
|data=
|data=
Line 208: Line 240:
  |guard=High
  |guard=High
  |startup=10
  |startup=10
  |active=6
  |active=5
  |recovery=Until Landing + 4
  |recovery=Until Landing + 3
  |advHit=
  |advHit=
  |advBlock=
  |advBlock= +2
  |description=Large and disjointed, starts active below Fubuki before hitting in front and above her.
  |description=
* Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)
This is Fubuki's furthest reaching air normal. Its active frames start below her before reaching in front and then above her. The hitbox above her in the late active frames is enormous and hard to contest. A great normal to just throw out safely in neutral, especially while being chased by the opponent from the ground or in the air.
  }}
  }}
}}
}}
Line 218: Line 252:
====== <font style="visibility:hidden" size="0">j.H</font> ======
====== <font style="visibility:hidden" size="0">j.H</font> ======
{{MoveData-IS
{{MoveData-IS
|image=IS_Fubuki_jH.png
|image=IS_Fubuki_jH_1.png
|resizeImage=yes
|hitbox=IS_Fubuki_jH_hitbox_1.png
|caption=
|caption=Early Active
|image2=IS_Fubuki_jH_2.png
|hitbox2=IS_Fubuki_jH_hitbox_2.png
|caption2="Sour Hit" Active Until Landing
|name=j.H
|name=j.H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=95
  |damage=95→40
  |guard=High
  |guard=High
  |startup=12
  |startup=11
  |active=Until Landing
  |active=Until Landing
  |recovery=Until Landing + 5
  |recovery=Until Landing + 4
  |advHit=
  |advHit=
  |advBlock=+3~
  |advBlock=+5
  |description=
  |description=
* Crossup hitbox is for the first 4 active frames
* Enters "Sour Hit" state after the first 2 active frames until landing which deals less damage
* Frame advantage on block is based on highest possible standing block from opponent and can be more advantageous if blocked deeper
* Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)
Active until landing with a crossup hitbox on startup. Leads to an extremely advantageous ground bounce on air hit that is easy to confirm, which makes it great for swinging in neutral and important for combos.
Active until landing with a crossup hitbox on startup. Leads to an extremely advantageous ground bounce on air hit during the first few active frames that is easy to convert into big damage. This attribute combined with the fact that it is active until landing makes it a very scary move to contest. This move shines its brightest in matchups against characters who do not have a fast or reliable anti-air.
  }}
  }}
}}
}}
Line 240: Line 277:
=== Command Normals ===
=== Command Normals ===
====== <font style="visibility:hidden" size="0">4H</font> ======
====== <font style="visibility:hidden" size="0">4H</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_4H_1.png
|image=IS_Fubuki_4H_1.png
|resizeImage=yes
|resizeImage=yes
|caption=Guardpoint Catch
|caption=And...
|image2=IS_Fubuki_4H_2.png
|image2=IS_Fubuki_4H_2.png
|resizeImage=yes
|caption2=Strike!
|caption2=Strike
|hitbox=IS_Fubuki_4H_hitbox.png
|name=4H
|name=Kon'ter
|input={{NotationIcon-IS|4}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 254: Line 292:
  |startup=20
  |startup=20
  |active=4
  |active=4
  |recovery=32
  |recovery=22
  |advHit=+4
  |advHit=-9
  |advBlock=-22
  |advBlock=-12
  |description=Slow command normal with a guardpoint catch midway through startup which makes it a decent frame trap. Has high base damage and gatlings into 2H and 3H, so it is extremely important in combos and pressure. Do not whiff this, it has ridiculous recovery. Only has 1 hit of guardpoint and will get cleanly beaten by multi-hitting moves.
|invul=(8~19) '''Counter'''
  |description=Slow command normal with a guardpoint catch midway through startup when she flashes blue which makes it a decent frame trap. Has high base damage and gatlings into 2H and 3H, so it is extremely important in combos and can be used in pressure. Great for calling out an opponent's Superchat Reversal attempts.
 
Once the counter activates, the opponent will be stuck in place and 4H's animation will play again from the start, this time with no counter catch frames. The opponent will still be able to cancel out of the move that may have been caught by the counter and hit Fubuki out of the counter catch animation. Loses to multi-hitting moves like her own 5H as the catch animation will not even get to play before getting stuffed.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.2M</font> ======
====== <font style="visibility:hidden" size="0">j.2M</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_j2M.png
|image=IS_Fubuki_j2M.png
|hitbox=IS_Fubuki_j2M_hitbox.png
|resizeImage=yes
|resizeImage=yes
|caption=
|caption=
|name=j.2M
|name=Bird Fox
|input='''Air Only''' {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|m}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=56(20,18x2)
  |damage=20x3
  |guard=High
  |guard=High
  |startup=10
  |startup=10
  |active=2x3
  |active=3(1)2(1)2
  |recovery= Until Landing + 4
  |recovery= Until Landing + 4
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Multi-hitting crossup air normal.
  |description= A unique multi-hitting crossup air normal. Has a massive hitbox around Fubuki's upper body that covers more vertical space than any of her other air normals of similar speed in their early active frames. Its multi-hitting attribute makes it quite menacing when used as a meaty jump-in for oki as timings can be varied slightly to change the number of overheads that will occur before Fubuki lands.
  }}
  }}
}}
}}


== Universal Mechanics ==
=== Universal Mechanics ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_LM.png
|image=IS_Fubuki_LM.png
|resizeImage=yes
|resizeImage=yes
|caption=Best friends, okay?
|caption=Best friends, okay?
|name=Throw
|name=Throw
|input=L+M
|input={{NotationIcon-IS|l}} '''+''' {{NotationIcon-IS|m}} '''or''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 294: Line 337:
  |startup=7
  |startup=7
  |active=2
  |active=2
  |recovery=21
  |recovery=31
  |advHit=+36
  |advHit=+36
  |advBlock=
  |advBlock=
  |description=Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.
  |description=
*Total Frames: 39
Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Overhead</font> ======
====== <font style="visibility:hidden" size="0">Overhead</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_MH.png
|image=IS_Fubuki_MH.png
|resizeImage=yes
|resizeImage=yes
|caption=
|caption=
|name=Overhead
|name=Overhead
|input=M+H
|input={{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=60
  |damage=60
  |guard=High
  |guard=High
  |startup=26
  |startup=23
  |active=3
  |active=3
  |recovery=19
  |recovery=19
  |advHit=+3
  |advHit=+2
  |advBlock=+1
  |advBlock=-3
  |invul= (1~5) {{Property-IS|grab}}
  |invul= (6~36) {{Property-IS|grab}}
  |description=Universal overhead with invuln against grabs on startup. Important for her more advanced meter-generation corner routes as it can be combo'd into and out of during juggles.
  |description=
*Uniquely has an animation that does not leave the ground until frame 11 which makes it harder to react to
Universal overhead with invuln against grabs after startup. Important for her more advanced meter-generation corner routes as it can be juggled into and out of during combos.
 
As a result of the high blockstun of Fubuki's {{input|5M}}, this move can be used as a frame trap when cancelled into at close range. If the opponent mashes, Fubuki will be +7 and be able to convert the hit into a combo using {{input|5M}} even midscreen.
 
  }}
  }}
}}
}}


== Special Attacks ==
====== <font style="visibility:hidden" size="0">Superchat Reversal</font> ======
{{MoveData
|image=IS_Fubuki_4H_2.png
|hitbox=IS_Fubuki_SCR_hitbox.png
|caption=
|name=Superchat Reversal
|input=(blocking) {{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
{{AttackData-IS
|damage=0
|guard=Mid
|startup=16
|active=2
|recovery=23
|advHit=0
|advBlock=-10
|invul= (1~17) {{Property-IS|full}}
|description=
*Superchat Reversal
}}
}}
 
=== Special Attacks ===
====== <font style="visibility:hidden" size="0">236X</font> ======
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_236X_1.png
|image=IS_Fubuki_236X_1.png
|resizeImage=yes
|resizeImage=yes
|caption=L/M
|caption=L/M
|image2=IS_Fubuki_236X_2.png
|image2=IS_Fubuki_236X_2.png
|resizeImage=yes
|caption2=SSR
|caption2=SSR
|image3=IS_Fubuki_236X_3.png
|image3=IS_Fubuki_236X_3.png
|resizeImage=yes
|caption3=H
|caption3=H
|name=Orunyanke
|name=Orunyanke
|input=236X or 5S/6S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|data=
|data=
{{AttackData-IS  
{{AttackData-IS  
Line 341: Line 411:
  |damage=65
  |damage=65
  |guard=Mid
  |guard=Mid
  |startup=16
  |startup=17
  |active=Until Offscreen
  |active=Until Offscreen
  |recovery=31
  |recovery=29
  |advHit=+2~
  |advHit=-3~
  |advBlock=-7~
  |advBlock=-6~
  |description=
  |description=
* SSR - 8.8%
* SSR - ~10%
Slow projectile that spawns further forward than 236M. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner. 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. 5S uses this version.
* Grants 2 superchats on use
* Disappears if Fubuki is hit
* 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. 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.
 
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.


[[File:IS_Fubuki_236L_diagram_small2.png]]  
[[File:IS_Fubuki_236L_diagram_small2.png]]  
Line 359: Line 434:
  |active=Until Offscreen
  |active=Until Offscreen
  |recovery=31
  |recovery=31
  |advHit=+2~
  |advHit=+1~
  |advBlock=-7~
  |advBlock=-8~
  |description=
  |description=
* SSR - 11.5%
* SSR - ~10%
Fast projectile that spawns somewhat behind Fubuki. 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. 6S uses this version.
* Grants 2 superchats on use
* Disappears if Fubuki is hit
* 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.
 
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.


[[File:IS_Fubuki_236M_diagram_small2.png]]  
[[File:IS_Fubuki_236M_diagram_small2.png]]  
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=SSR
  |version=SSR (L)
  |damage=65
  |damage=100
|guard=Mid
|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 (M)
|damage=100
  |guard=Mid
  |guard=Mid
  |startup=15
  |startup=15
  |active=Until Offscreen
  |active=Until Offscreen
  |recovery=31
  |recovery=31
  |advHit=+2 (Air tech)
  |advHit=+1~
  |advBlock=-7~
  |advBlock=-8~
  |description=
  |description=
* L and M version SSRs are considered different specials, but M has better scaling
* Grants 2 superchats on use
Enhanced larger and faster projectile via luck or 22S that launches into air tech. Has significantly less pushback than a normal projectile and does not cause Fubuki to be pushed back on block when the opponent's back is to the corner. Decent pressure ender that lets Fubuki tech chase on hit.
* 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 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:IS_Fubuki_236X_SSR_diagram_small2.png]]  
[[File:IS_Fubuki_236M_SSR_diagram_small2.png]]  
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=H
  |version=H
  |damage=114(60,54)
  |damage=60x2
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=13
  |active=Until Offscreen
  |active=Until Offscreen
  |recovery=27
  |recovery=27
  |advHit=+22~
  |advHit=
  |advBlock=+13~
  |advBlock=+1~
  |description="Kon-cob" Faster startup projectile with 2 hits. It is very advantageous on block, even at point blank. Useful for extending pressure or even forcing a mixup if done from ranges where its frame advantage on block becomes absurdly plus.
  |description=
* Costs 1 Star Meter and grants 5 superchats on use
* Does not disappear if Fubuki is hit
* Has a projectile durability of 1x2
"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 (out of 214X for example) if you want to further your offense, as it guarantees that your pressure will be extended regardless of distance.  
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_small3.png]]
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">214X</font> ======
====== <font style="visibility:hidden" size="0">214X</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_214X.png
|image=IS_Fubuki_214X.png
|hitbox=IS_Fubuki_214X_hitbox.png
|hitbox=IS_Fubuki_214L_hitbox.png
|caption=L
|image2=IS_Fubuki_214X.png
|hitbox2=IS_Fubuki_214M_hitbox.png
|caption2=M
|resizeImage=yes
|resizeImage=yes
|caption=
|name=Blizzard Swirl
|name=Blizzard Swirl
|input=214X or 4S
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|data=
|data=
{{AttackData-IS  
{{AttackData-IS  
Line 416: Line 522:
  |recovery=18
  |recovery=18
  |advHit=
  |advHit=
  |advBlock=-19
  |advBlock=-9
  |invul= (7~20) {{Property-IS|projectile}}
  |invul= (6~20) {{Property-IS|projectile}}
  |description=
  |description=
* SSR - 7.8%
* SSR - ~10%
* Grants 3 superchats on use
* Projectile invuln during active frames
* Projectile invuln during active frames
* Second hit of the tatsu lands at earliest on frame 18 and is -10 on block
Quick low damage tatsu. Use its projectile invuln to slip past projectiles in neutral. Second active hitbox is shorter than the first but reaches further horizontally. 4S uses this version.
* 4S version of the special has better combo scaling
 
Quick low damage tatsu. Use its projectile invuln to slip past projectiles in neutral. Despite having multiple active hits, only ever hits once. 4S uses this version.
The 2nd hit of the tatsu has a sizeable amount of additional pushback on block which can make punishing this move on block slightly harder for the opponent if you are at a range where the first hit whiffs, especially considering it is only -9. If they expect to be blocking the first hit they may not be ready to press the proper button or dash in order to score a punish. Use with caution, but know that you may be able to get away for free without needing to SCC to be safe depending on relative distance and the matchup (if the opponent has a fast, long-reaching normal/special).
}}
}}
{{AttackData-IS
{{AttackData-IS
Line 430: Line 537:
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=10
  |active=3(5)2(6)2
  |active=2(6)2(6)2
  |recovery=20
  |recovery=20
  |advHit=
  |advHit=
  |advBlock=-26
  |advBlock=-15
  |invul= (10~27) {{Property-IS|projectile}}
  |invul= (9~27) {{Property-IS|projectile}}
  |description=
  |description=
* SSR - 7.8%
* SSR - ~10%
* Grants 3 superchats on use
* Projectile invuln during active frames
* Projectile invuln during active frames
* Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
Slower but higher damaging tatsu. Use its projectile invuln to slip past projectiles in neutral. Second and third active hurtboxes tuck in and are smaller than the first but active hitboxes are identical.
* Third hit of the tatsu lands at earliest on frame 26 and is -15 on block
Slower but higher damaging tatsu. Use its projectile invuln to slip past projectiles in neutral. Despite having multiple active hits, only ever hits once.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=SSR (L)
  |version=SSR (L)
  |damage=90
  |damage=55
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=7
  |active=2(6)2(6)2
  |active=2(9)2
  |recovery=20
  |recovery=18
  |advHit=
  |advHit=
  |advBlock=-26
  |advBlock=-9
  |invul= (10~27) {{Property-IS|projectile}}
  |invul= (6~20) {{Property-IS|projectile}}
  |description=
  |description=
* Grants 3 superchats on use
* Projectile invuln during active frames
* Projectile invuln during active frames
* Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Same animation as 214L.
* Third hit of the tatsu lands at earliest on frame 26 and is -15 on block
Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Despite having multiple active hits, only ever hits once. Same animation as 214M.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
Line 466: Line 571:
  |recovery=20
  |recovery=20
  |advHit=
  |advHit=
  |advBlock=-26
  |advBlock=-15
  |invul= (10~27) {{Property-IS|projectile}}
  |invul= (9~27) {{Property-IS|projectile}}
  |description=
  |description=
* Grants 3 superchats on use
* Projectile invuln during active frames
* Projectile invuln during active frames
* Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Same animation as 214M.
* Third hit of the tatsu lands at earliest on frame 26 and is -15 on block
Exactly the same as SSR (L) except it has better scaling. Keep in mind for alternating to not hit combo limit. Same animation as 214M.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=H
  |version=H
  |damage=147(30,27x3,36)
  |damage=25x2, 28, 30, 40
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=10
Line 482: Line 586:
  |recovery=47
  |recovery=47
  |advHit=
  |advHit=
  |advBlock=-69
  |advBlock=-61
  |invul= (10~43) {{Property-IS|projectile}}
  |invul= (9~43) {{Property-IS|projectile}}
  |description=
  |description=
* Costs 1 Star Meter and grants 5 superchats on use
* Projectile invuln during active frames
* Projectile invuln during active frames
"Rising Blizzard" Tatsu that does, in fact, hit multiple times and ends in a wall bounce at the top of the screen that allows for easy combo extensions.
"Rising Blizzard" Tatsu that does, in fact, hit multiple times and ends in a wall bounce at the top of the screen that allows for easy combo extensions.
Line 491: Line 596:


====== <font style="visibility:hidden" size="0">j.214X</font> ======
====== <font style="visibility:hidden" size="0">j.214X</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_j214X.png
|image=IS_Fubuki_j214X.png
|hitbox=IS_Fubuki_j214X_hitbox.png
|hitbox=IS_Fubuki_j214X_hitbox.png
Line 497: Line 602:
|caption=
|caption=
|name=Aerial Blizzard
|name=Aerial Blizzard
|input=j.214X or j.S
|input='''Air Only''' {{NotationIcon-IS|s}}
|data=
|data=
{{AttackData-IS  
{{AttackData-IS  
  |version=L/M/H
  |version=L/M/H
  |damage=52(20,32)
  |damage=20, 35
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=7
  |active=2(9)2
  |active=2(9)2
  |recovery=Until Landing + 4
  |recovery=Until Landing + 8
  |advHit=
  |advHit=
  |advBlock=-12
  |advBlock=-9
  |invul= (7~20) {{Property-IS|projectile}}
  |invul= (1~9) {{Property-IS|projectile}}
  |description=
  |description=
* SSR(L) - 8.8%
* SSR - ~10%
* SSR(M) - 11.3%
* Grants 3 superchats on use
* SSR(H) - 11.3%
* Projectile invuln during startup
* Projectile invuln during active frames
* -21 on hit if only the first part of the tatsu lands
* Frame advantage on block is based on lowest possible startup height (8S)
* Frame advantage on block is based on lowest possible startup height (8S)
* L version of the special has worse combo scaling than M, H, and j.S versions respectively
Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all considered the same special and as a result they cannot be SCC'd into each other. Great for ending air combos with a bit of extra corner carry.
Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all considered the same special despite having different SSR rates and scaling and as a result they cannot be SCC'd into each other. Actually hits twice, great for ending air combos.


Relatively safe on block when used near the ground and by using the easy input 8S you can get the special to happen at the earliest possible frame which makes it much more frustrating for opponents to deal with. Grounded opponents hit by the first part of the move and not the second will be inflicted with extremely long hitstun which allows for heavily damaging followups.
As a result of how quickly it moves forward during its animation and how far the second hit reaches, it can be used at much further ranges than her grounded tatsu to hit the opponent and score a knockdown. It has almost zero pushback on block, so make sure you are on-point with timing a perfect 8S or else you will eat a heavy punish.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=SSR
  |version=SSR
  |damage=52(20,32)
  |damage=20, 35
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=7
  |active=2(9)2
  |active=2(9)2
  |recovery=Until Landing + 4
  |recovery=Until Landing + 8
  |advHit=
  |advHit=
  |advBlock=-12
  |advBlock=-9
  |invul= (7~20) {{Property-IS|projectile}}
  |invul= (1~9) {{Property-IS|projectile}}
  |description=
  |description=
* Projectile invuln during active frames
* Grants 3 superchats on use
* Projectile invuln during startup
* +9 on hit if only the first part of the tatsu lands
* Frame advantage on block is based on lowest possible startup height (8S)
* Frame advantage on block is based on lowest possible startup height (8S)
Enhanced air tatsu via luck or 22S that also hits twice and causes a wall bounce that allows for easy combo extensions.
Enhanced air tatsu via luck or 22S that also hits twice and causes a wall bounce that allows for easy combo extensions. Must be used to confirm her instant overhead into a combo and make it safe on hit.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">22X</font> ======
====== <font style="visibility:hidden" size="0">22X</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_22X.png
|image=IS_Fubuki_22X.png
|resizeImage=yes
|resizeImage=yes
|caption=
|caption=
|name=Yukkuri Flip
|name=Yukkuri Flip
|input=22X or 2S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|data=
|data=
{{AttackData-IS  
{{AttackData-IS  
Line 551: Line 657:
  |startup=5
  |startup=5
  |active=12
  |active=12
  |recovery=28
  |recovery=20 + 9L
  |advHit=
  |advHit=
  |advBlock=-44
  |advBlock=-29
  |invul= (1~16) {{Property-IS|head}}
  |invul= (3~16) {{Property-IS|head}}
  |description=
  |description=
* SSR - 8%
* SSR - ~10%
* 2S version of the special has better combo scaling
* Grants 5 superchats on use
Quick and somewhat vertical anti-air. Is not fully invulnerable. 2S uses this version.
* 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.
}}
}}
{{AttackData-IS
{{AttackData-IS
Line 566: Line 673:
  |startup=7
  |startup=7
  |active=12
  |active=12
  |recovery=28
  |recovery=20 + 11L
  |advHit=
  |advHit=
  |advBlock=-44
  |advBlock=-31
  |invul= (1~18) {{Property-IS|head}}
  |invul= (3~18) {{Property-IS|head}}
  |description=
  |description=
* SSR - 10.3%
* SSR - ~10%
Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable.
* Grants 5 superchats on use
* 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.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=SSR (L)
  |version=SSR (L)
  |damage=120(60,0,60)
  |damage=125(65, 0, 60)
  |guard=Mid, Air Unblockable
  |guard=Mid, Air Unblockable
  |startup=4
  |startup=5
  |active=12
  |active=12
  |recovery=28 (Air)
  |recovery=28 (Air)
  |advHit=
  |advHit=
  |advBlock=-24
  |advBlock=-25
  |invul= (1~15) {{Property-IS|full}}
  |invul= (3~16) {{Property-IS|head}}
  |description=
  |description=
* Grants 5 superchats on use
* Frame advantage on block is based on earliest air recovery
* Frame advantage on block is based on earliest air recovery
Enhanced DP via luck or 22S that launches directly upward and allows for easy combo extensions. Has extremely fast startup, full invuln, and recovers in the air on block allowing for a falling air normal if the opponent doesn't know they can mash. Same angle as 22L.
Enhanced DP via luck or 22S that launches directly upward and allows for easy combo extensions. Has the same startup as 22L and recovers in the air on block allowing for a falling air normal if the opponent doesn't know they can mash. Same angle as 22L.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=SSR (M)
  |version=SSR (M)
  |damage=123(60,0,63)
  |damage=145(85, 0, 60)
  |guard=Mid, Air Unblockable
  |guard=Mid, Air Unblockable
  |startup=4
  |startup=7
  |active=12
  |active=12
  |recovery=28 (Air)
  |recovery=28 (Air)
  |advHit=
  |advHit=
  |advBlock=-24
  |advBlock=-25
  |invul= (1~15) {{Property-IS|full}}
  |invul= (3~18) {{Property-IS|head}}
  |description=
  |description=
* Grants 5 superchats on use
* Frame advantage on block is based on earliest air recovery
* Frame advantage on block is based on earliest air recovery
Exactly the same as SSR (L) except it has better scaling. Keep in mind for alternating to not hit combo limit. e. Same angle as 22L.
Has generally the same data as 22M. Keep in mind for alternating to not hit combo limit. Same angle as 22M.
}}
}}
{{AttackData-IS  
{{AttackData-IS  
  |version=H
  |version=H
  |damage=120(50,0,35x2)
  |damage=50, 0, 35x2
  |guard=Mid, Air Unblockable
  |guard=Mid, Air Unblockable
  |startup=6
  |startup=6
  |active=12
  |active=12
  |recovery=28
  |recovery=28
  |advHit=
  |advHit=KD
  |advBlock=-24
  |advBlock=-24
  |invul= (1~17) {{Property-IS|full}}
  |invul= (1~7) {{Property-IS|full}}
  |description=
  |description=
"Shin Yukkuri Flip" True DP with invuln that ends in a ground bounce for easy combo extensions. Causes severe scaling if used as a starter. Same angle as 22L.
* Costs 1 Star Meter and grants 5 superchats on use
* Cannot be Superchat Cancelled on hit or block
* Can be low-profiled
* Total damage value is based on its use as a starter
"Shin Yukkuri Flip" True DP with invuln that ends in a soft knockdown. 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. Same angle as 22L.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">22S</font> ======
====== <font style="visibility:hidden" size="0">22S</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Fubuki_22S.png
|image=IS_Fubuki_22S.png
|resizeImage=yes
|resizeImage=yes
|caption=
|caption=
|name=Burger Fox
|name=Burger Fox
|input=22S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|s}}
|data=
|data=
{{AttackData-IS  
{{AttackData-IS  
Line 633: Line 748:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=*Lasts until next special or 25 seconds pass
  |description=
*Effect can be stacked
*Costs 1 Star Meter and grants 5 superchats on use
Power-up that guarantees Fubuki's next special move is the SSR version if it has one. Using this more than once stores additional uses of the guaranteed SSR beyond the next special. If no special is used within 25 seconds of activating Burger Fox, the buff goes away.
*Lasts until both SSR charges are spent or 25 seconds pass
*Effect cannot be stacked
Power-up that guarantees Fubuki's next 2 special moves are SSRs. If no special is used within 25 seconds of activating Burger Fox, the buff goes away.
 
By using Simple Inputs, you can avoid spending the stocked SSR while the effect is active.
}}
}}
}}
}}


==Super Star Attack==
===Super Star Attack===
{{MoveData-IS
{{MoveData
|name=Kurokami
|name=Kurokami
|input=236S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Fubuki_236S_1.png
|image=IS_Fubuki_236S_1.png
|image2=IS_Fubuki_236S_2.png
|image2=IS_Fubuki_236S_2.png
|hitbox=IS_Fubuki_236S_Projectile_Hitbox.png
|resizeImage=yes
|resizeImage=yes
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=280(20,26x8,52)
  |damage=280(20, 26x8, 52)
  |guard=
  |guard=Mid
  |startup=4
  |startup=5
  |active=
  |active=Until Offscreen
  |recovery=
  |recovery=88
  |advHit=
  |advHit=+4
  |advBlock=-47
  |advBlock=-48
  |invul= {{Property-IS|full}}
  |invul= (1~6) {{Property-IS|full}}
  |description=
  |description=
*Minimum Damage: 138
* Minimum Damage: 118
Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance.
* Costs 2 Star Meter and grants 3 superchats on use
}}
* Total damage value is based on its use as a starter
}}
* Has a projectile durability of 6x1
Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance. The projectile will bust through most other strong or multi-hit projectiles easily.


==Combos==
If cancelled out of a juggled 236H, the 2nd hit of the multi-hit projectile will inherit the 0.4x minimum scaling that the super has and tack on a decent amount of additional minimum damage.
{{ComboLegend-IS}}
* Combined Minimum Damage: 147
 
'''WIP'''<br><br>
===Enders===
The various ways to end your combos. There is a spectrum of damage, corner carry, and oki combinations associated with each ender choice. All combo routes below will generally end with a 2H in the video demonstration, and you can pick which combo ender you prefer to use.
{{ComboTable-IS
| data =
{{ComboData-IS
| combo        = {{clr|5|22M}}
| cost        = -
| metergain    = -
| damage      = -
| location    = -
| notes        =
* Allows Fubuki to do a safe jump against quick tech with '''{{clr|6|j.L}}''' or '''{{clr|5|j.2M}}''', if '''{{clr|5|22M}}''' is delayed a bit. Her most consistent ender with the strongest oki against quick tech.
}}
{{ComboData-IS
| combo        = {{clr|4|j.H}} (ground bounce limit)
| cost        = -
| metergain    = -
| damage      = -
| location    = -
| notes        =
* Using '''{{clr|4|j.H}}''' a second time causes it to knock down rather than bouncing. Slightly better midscreen oki than '''j.214X''' ender due to relative spacing by sacrificing damage and carry.
}}
{{ComboData-IS
| combo        = {{clr|4|j.H}} > j.214X (or {{clr|1|j.S}})
| cost        = -
| metergain    = -
| damage      = -
| location    = -
| notes        =
* Better corner carry and damage for worse oki.
}}
{{ComboData-IS
| combo        = dash {{clr|5|2M}} (or {{clr|5|5M}}) > dl.{{clr|4|3H}}
| cost        = -
| metergain    = -
| damage      = -
| location    = -
| notes        =
* Hard knockdown.
* Leads to a consistent safejump as quick tech is not an option.
* Done by cutting the combo short after the first '''{{clr|4|2H}}'''.
* '''{{clr|4|3H}}''' needs to be slightly delayed or it will whiff.
}}
}}
 
===BnBs===
Your go to routes if you don't know what to do.<br>
Using '''{{clr|6|2L}}''' instead of '''{{clr|6|5L}}''' works at the cost of having worse damage.<br>
Since dashing builds meter try to do them even in the corner where they aren't necessary.
 
{{ComboTable-IS
| data =
{{ComboData-IS
| combo        = {{clr|6|5L}} > {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > 9jc > dl.{{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
| cost        = -
| metergain    = 1.08
| damage      = 286
| location    = anywhere
| video      = IS-Fubuki-Combo-1.mp4
| notes        =
* Delay '''{{clr|4|j.H}}''' until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
}}
{{ComboData-IS
| combo        = {{clr|6|5L}} > {{clr|5|2M}} > {{clr|4|5H}} , {{clr|5|2M}} > {{clr|4|5H}} > ({{clr|4|4H}}) > {{clr|4|2H}} > 9jc > dl.{{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
| cost        = -
| metergain    = 1.6 (1.24)
| damage      = 280 (288)
| location    = anywhere
| video        = IS-Fubuki-Combo-2.mp4
| notes        =
* Delay '''{{clr|4|j.H}}''' until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
* '''({{clr|4|4H}})''' will whiff on spaced '''{{clr|6|5L}}'''.
}}
  {{ComboData-IS
| combo        = Tip range {{clr|5|5M}} > {{clr|5|214M}} > scc {{clr|4|214H}} , {{clr|5|22M}} , {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > 9jc > dl.{{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
| cost        = 1 bar + 1 SC bar
| metergain    =
| damage      = 393
| location    = midscreen
| video        = IS-Fubuki-Combo-5.mp4
| notes        =
* Max range poke into '''{{clr|5|214M}}''' SCC conversion for 1 of each meter.
* Be careful not to do '''{{clr|5|22M}}''' too early after '''{{clr|4|214H}}''' since it may turn into an SCC and waste 1 more SC bar.
* '''{{clr|5|5M}} > {{clr|5|214M}}''' deals 141 damage for reference.
}}
{{ComboData-IS
| combo        = rising {{clr|6|j.L}} > j.214X(1) , {{clr|4|5H}} , {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > {{clr|4|H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
| cost        = -
| metergain    = 1.32
| damage       = 257
| location    = anywhere
| video        = IS-Fubuki-Combo-3.mp4
| notes        =
* Instant overhead starter.
* Using '''{{clr|6|j.214L}}''' will result in worse damage (242).
  }}
  }}
}}
}}
===Combo Theory===
Fubuki's combo theory is quite simple.<br>
Since starting with stronger normals doesn't enable new routes, combos can be segmented into 3 main sections:<br>
''Starter - Extension - Ender''<br>
Each section is separated with by using a juggle point done with '''{{clr|4|2H}}'''.<br>
<br>
Additionally, as a general rule of thumb: The more buttons you press, the less damage you do, but the more meter you gain.
====Starter====
Mostly refers to the sequence before the first juggle point (launching the opponent into the air).<br>
E.g. you can do the classic '''{{clr|6|5L}} > {{clr|5|5M}} > {{clr|4|5H}}''' sequence which would be a starter for your combo.<br>
When choosing which starter you want to go for, you have to consider '''the distance''' between you and your opponent.<br>
'''{{clr|6|5L}}''' will only hit up close, so going for this starter while you still have distance to cover isn't ideal.<br>
You also have to keep in mind that you will be push back while hitting your opponent, so e.g. a sequence involving '''{{clr|4|4H}}''' might miss, if done too late.<br>
<br>
Here are some notes to help you build your starter:
* '''{{clr|6|5L}}''' & '''{{clr|5|2M}}''' have better damage and scaling than '''{{clr|6|2L}}''' & '''{{clr|5|5M}}'''.
* '''{{clr|5|5M}}''' might leave you at a range where no button will connect, which means cancelling into '''{{clr|5|214M}}''' may be your only option
* '''{{clr|4|5H}}''' helps with closing the distance during a sequence, allowing for a more consistent use of '''{{clr|4|4H}}'''.
* '''{{clr|4|5H}}''' allows you to link back into '''{{clr|5|M}}''' normals.
* '''{{clr|4|22H}}, {{clr|4|214H}}''' and '''SSR {{clr|5|22M}} / {{clr|5|214M}}''' each respectively give you a free juggle point. Keep IPS[https://wiki.gbl.gg/w/Idol_Showdown/System#Infinite_Prevention_System] in mind, though, since every normal is limited in use.
====Extension====
Since you ended your starter with '''{{clr|4|2H}}''', you're pretty much locked into 2 options. Jump cancel '''{{clr|4|2H}}''' or special cancel '''{{clr|4|2H}}'''.<br>
Special canceling wouldn't make sense at this point, since if you have wanted to use the free juggle point from an EX or SSR move, you should have done it before '''{{clr|4|2H}}''' and not after.<br>
So let's discuss the options you have with jump canceling '''{{clr|4|2H}}'''.<br>
<br>
Our aim is to extend our combo, so doing stuff like '''j.214X''' or '''{{clr|6|j.L}} / {{clr|5|j.M}} / {{clr|5|j.2M}}''' would cut our combo short, leaving us with '''{{clr|4|j.H}}'''.<br>
'''{{clr|4|j.H}}''' will cause the opponent to ground bounce while also sending Fubuki back to the ground, allowing you to use your normals again. It is recommended to '''dl.{{clr|4|j.H}}''' slightly to give you more time to land and do a follow-up button.<br>
Now most stuff already mentioned in '''Starter''' will also apply here, but with a couple of things you need to consider:
* Like '''{{clr|4|4H}}''', you now also have the problem of the second '''{{clr|4|2H}}''' missing in longer sequences.
* '''dash {{clr|5|2M}}''' is at the moment the prefered way to pick up after '''{{clr|4|j.H}}''', leaving you closer to the opponent and having the scaling and damage of '''{{clr|5|2M}}'''.
* '''{{clr|4|5H}}''' will result in worse damage in longer combos because its 2 hits are individually counted as 2 stages of scaling instead of 1. Use '''{{clr|5|5M}}''' instead.
* '''{{clr|4|22H}}, {{clr|4|214H}}''' and '''SSR {{clr|5|22M}} / {{clr|5|214M}}''' are also usable here, after '''{{clr|4|j.H}} > X...'''
====Ender====
After your second '''{{clr|4|2H}}''' you can't really do much anymore before IPS kicks in.<br>
This is why you need to choose an ender for your combo which ideally gives you enough time, after you finished it, to continue pressure.<br>
Depending on what your aim is, you might prefer to give up pressure for corner carry or vice versa.<br>
Enders we have found out so far are listed here [https://wiki.gbl.gg/index.php?title=Idol_Showdown/Fubuki_Shirakami#Enders]
==Strategy==
==Matchups==
;Vs. Aki
:Matchup advice goes here.
;Vs. Ayame
:Matchup advice goes here.
;Vs. Botan
:Matchup advice goes here.
;Vs. Coco
:Matchup advice goes here.
;Vs. Fubuki
:Matchup advice goes here.
;Vs. Korone
:Matchup advice goes here.
;Vs. Sora
:Matchup advice goes here.
;Vs. Suisei
:Matchup advice goes here.
==External Resources==
* [https://twitter.com/search?q=%23ISD_FUB Twitter Tech: #ISD_FUB]


==Colors==
==Colors==
Line 838: Line 798:
  {{ColorGallery/Color|5|  text= Cosplay 5<hr>{{Small|Aragami Oga (Holostars)}}}}
  {{ColorGallery/Color|5|  text= Cosplay 5<hr>{{Small|Aragami Oga (Holostars)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Ky Kiske (Guilty Gear)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Ky Kiske (Guilty Gear)}}}}
{{ColorGallery/Color|8|  text= Cosplay 7<hr>{{Small|Sakura Miko (Hololive)}}}}
{{ColorGallery/Color|9|  text= Cosplay 8<hr>{{Small|Ayame Nakiri (Hololive)}}}}
{{ColorGallery/Color|10|  text= Cosplay 9<hr>{{Small|Inugami Korone (Hololive)}}}}
{{ColorGallery/Color|11|  text= Cosplay 10<hr>{{Small|Nekomata Okayu (Hololive)}}}}
}}
}}


==Navigation==
==Navigation==
{{CharacterSubnav-IS}}
{{Navbox-IS}}
{{Navbox-IS}}
[[Category:Fubuki Shirakami]]
[[Category:Fubuki Shirakami]]
[[Category:Idol Showdown]]
[[Category:Idol Showdown]]

Latest revision as of 16:50, 12 June 2024

Last Updated to Version 4.0.8

IS Fubuki Logo.png

Versatile Fox Spirit - Adaptable Gacha Mastery
Difficulty - ★☆☆☆☆☆

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 two special moves. 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]


Playstyle
IS Fubuki Icon.png

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
  • Flexibility: Equipped with a balanced set of normals, a variety of reliable anti-airs, a fast forward-moving projectile invuln spin attack, solid projectiles, multiple metered reversals, and the ability to convert resources into safe pressure extensions, Fubuki has at least some way to contest the opponent at every range and is ready for any situation.
  • Easy Hit Confirms: Fubuki's grounded and air normals have either abnormally long hitstun values or generally lengthy untech times. Combined with the quick startup of her specials, it is very difficult to fumble combo conversions no matter how awkward the initial hits may be.
  • Gacha: Fubuki's random SSR-enhanced special moves lead to more damaging combos and have additional neutral or defensive utility without requiring meter to be spent outside of 22S.
  • Cute Fox Girls
  • Generalists: While Fubuki can perform comfortably in every situation, as a result of other characters being more specialized, very few of her tools are considered the best in their class individually.
  • Meter Combination Prerequisites: Fubuki generally has to spend both types of meter at the same time in order to squeeze more damage out of longer-ranged confirms if she doesn't get lucky with SSRs. Most other characters get to choose between spending Star Meter or Superchat Meter respectively for their extensions, and some may not even need to spend anything.
  • Gacha: Optimal play requires the player to be able to react to sudden SSRs happening and be ready to adjust their neutral, pressure, combos, knockdowns, and oki timings on the fly. Also, properly keeping track of and implementing Fubuki's unique passive's "pity" system tied to number of specials used in a row may be a bit challenging.

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!

  • IS Miko Icon.png Miko - Pressure and Patrol + Emergency Lockdown
  • Her 5+Col 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 6+Col 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.
  • IS Kiara Icon.png Kiara - Projectile Reflector + Charging Star Jumpscare
  • Kiara greatly helps Fubuki during neutral against projectile zoners, thanks to her 5+Col reflector assist.
  • Fubuki can also use Kiara's 6+Col in neutral, on defense, to extend combos for massive damage, or even to confirm universal or instant overheads.
  • IS Subaru Icon.png Subaru - Versatile Call for Backup + Full Screen Sausage
  • Subaru's 5+Col can be used in a variety of helpful ways to enforce will in neutral, get opponents off of you on defense, extend pressure or combos, and even set up or confirm mixups.
  • While the startup of Subaru's 6+Col is fairly slow and not too useful for extending combos, it can make the opponent more inclined to jump thanks to its high blockstun which can create openings in neutral to take space or in pressure to snipe a jumpout with any of Fubuki's great anti-airs.

Additional notes on Assist Synergy and Assists not featured above can be found here.


Moves

Standing Normals

5L
5L
IS Fubuki 5L.png
IS Fubuki 5L hitbox.png
Kon kon!
Kon kon!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

6 3 12 -3 0

None

  • Self-Gatling Count: 3

Standard fast jab that hits crouchers.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Fubuki 5M.png
IS Fubuki 5M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

7 5 21 -6 -1

None

Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals and a fair bit of pushback, so it is the prime normal to cancel from into projectiles to end blockstrings.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Fubuki 5H.png
IS Fubuki 5H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30, 55

Mid

11 2(2)2 25 -9 +9

None

Foward-moving slash that hits twice and inflicts a lengthy amount of hitstun. Can be linked back into Medium or even dashing Light buttons on hit as a result of the massive frame advantage.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Fubuki 2L.png
IS Fubuki 2L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low, Air Unblockable

5 2 14 -4 -1

None

  • Self-Gatling Count: 3

Fubuki's fastest normal. Hits low and uniquely has a self-gatling count of 3.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Fubuki 2M.png
IS Fubuki 2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Low, Air Unblockable

8 3 19 -4 +1

None

Fubuki's low tail poke that has more range than her sweep, but is a bit shorter than her 5M. Has high blockstun compared to her other normals, but less than 5M. Has fairly high base damage for its speed, so it is both a great starter and an amazing combo tool. Can take advantage of the move's low recovery to gatling into a whiff and pull in 5M's hurtbox.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Fubuki 2H.png
IS Fubuki 2H hitbox.png
Electric Wind Fox Fist
Electric Wind Fox Fist
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid, Air Unblockable

10 3 25 -14 -

(5~12) Head

  • Jump cancellable on hit and block

Fubuki's main anti-air and launcher. Head invuln starts up on frame 5, and it has an amazing hitbox that even covers a bit of the space directly above and behind her. Simple way to launch the opponent in order to start a juggle combo. Will vacuum the opponent in on anti-air or during a juggle, so even awkward angle hits are easy to confirm and keep stable.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Fubuki 3H.png
IS Fubuki 3H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

9 3 19 -10 HKD

None

Fubuki's sweep which leads to hard knockdown. Somewhat short compared to her other normals, so be careful in combos and pressure, since it is easy to whiff if you are just barely out of range.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Fubuki jL.png
IS Fubuki jL hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 6 Until Landing + 2 -1 -

None

  • Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)

A great rising air to air that functions as an instant overhead when used with the SSR version of her air special. You may set up for the instant overhead by cancelling into 22S after a knockdown, or you can try testing your luck. Be careful, though, as even a successful instant overhead cancelled into regular j.214X or j.S will be -7 on hit.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Fubuki jM 1.png
IS Fubuki jM hitbox 1.png
Early Active
Early Active
IS Fubuki jM 2.png
IS Fubuki jM hitbox 2.png
Mid Active
Mid Active
IS Fubuki jM 3.png
IS Fubuki jM hitbox 3.png
Late Active
Late Active
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

10 5 Until Landing + 3 +2 -

None

  • Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)

This is Fubuki's furthest reaching air normal. Its active frames start below her before reaching in front and then above her. The hitbox above her in the late active frames is enormous and hard to contest. A great normal to just throw out safely in neutral, especially while being chased by the opponent from the ground or in the air.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Fubuki jH 1.png
IS Fubuki jH hitbox 1.png
Early Active
Early Active
IS Fubuki jH 2.png
IS Fubuki jH hitbox 2.png
"Sour Hit" Active Until Landing
"Sour Hit" Active Until Landing
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95→40

High

11 Until Landing Until Landing + 4 +5 -

None

  • Enters "Sour Hit" state after the first 2 active frames until landing which deals less damage
  • Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)

Active until landing with a crossup hitbox on startup. Leads to an extremely advantageous ground bounce on air hit during the first few active frames that is easy to convert into big damage. This attribute combined with the fact that it is active until landing makes it a very scary move to contest. This move shines its brightest in matchups against characters who do not have a fast or reliable anti-air.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

4H
Kon'ter
IS 4.png + IS H.png
IS Fubuki 4H 1.png
IS Fubuki 4H hitbox.png
And...
And...
IS Fubuki 4H 2.png
Strike!
Strike!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

20 4 22 -12 -9

(8~19) Counter

Slow command normal with a guardpoint catch midway through startup when she flashes blue which makes it a decent frame trap. Has high base damage and gatlings into 2H and 3H, so it is extremely important in combos and can be used in pressure. Great for calling out an opponent's Superchat Reversal attempts.

Once the counter activates, the opponent will be stuck in place and 4H's animation will play again from the start, this time with no counter catch frames. The opponent will still be able to cancel out of the move that may have been caught by the counter and hit Fubuki out of the counter catch animation. Loses to multi-hitting moves like her own 5H as the catch animation will not even get to play before getting stuffed.

Toggle Hitboxes
Toggle Hitboxes
j.2M
Bird Fox
Air Only IS 2.png + IS M.png
IS Fubuki j2M.png
IS Fubuki j2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
20x3

High

10 3(1)2(1)2 Until Landing + 4 - -

None

A unique multi-hitting crossup air normal. Has a massive hitbox around Fubuki's upper body that covers more vertical space than any of her other air normals of similar speed in their early active frames. Its multi-hitting attribute makes it quite menacing when used as a meaty jump-in for oki as timings can be varied slightly to change the number of overheads that will occur before Fubuki lands.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
IS Fubuki LM.png
Best friends, okay?
Best friends, okay?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
150

-

7 2 31 - +36

None

  • Total Frames: 39

Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.

Overhead
Overhead
IS M.png + IS H.png
IS Fubuki MH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

  • Uniquely has an animation that does not leave the ground until frame 11 which makes it harder to react to

Universal overhead with invuln against grabs after startup. Important for her more advanced meter-generation corner routes as it can be juggled into and out of during combos.

As a result of the high blockstun of Fubuki's 5M, this move can be used as a frame trap when cancelled into at close range. If the opponent mashes, Fubuki will be +7 and be able to convert the hit into a combo using 5M even midscreen.

Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
IS Fubuki 4H 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236X
Orunyanke
IS 236.png + IS L.png /IS M.png /IS H.png
IS Fubuki 236X 1.png
L/M
L/M
IS Fubuki 236X 2.png
SSR
SSR
IS Fubuki 236X 3.png
H
H
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 65

Mid

17 Until Offscreen 29 -6~ -3~

None

  • SSR - ~10%
  • Grants 2 superchats on use
  • Disappears if Fubuki is hit
  • 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. 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.

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.

IS Fubuki 236L diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 65

Mid

15 Until Offscreen 31 -8~ +1~

None

  • SSR - ~10%
  • Grants 2 superchats on use
  • Disappears if Fubuki is hit
  • 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.

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.

IS Fubuki 236M diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (L) 100

Mid

17 Until Offscreen 29 -6~ -3~

None

  • 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).

IS Fubuki 236L SSR diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (M) 100

Mid

15 Until Offscreen 31 -8~ +1~

None

  • 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 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).

IS Fubuki 236M SSR diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 60x2

Mid

13 Until Offscreen 27 +1~ -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Does not disappear if Fubuki is hit
  • Has a projectile durability of 1x2

"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 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.

IS Fubuki 236H diagram small3.png

214X
Blizzard Swirl
IS 214.png + IS L.png /IS M.png /IS H.png
IS Fubuki 214X.png
IS Fubuki 214L hitbox.png
L
L
IS Fubuki 214X.png
IS Fubuki 214M hitbox.png
M
M
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 55

Mid

7 2(9)2 18 -9 -

(6~20) Projectile

  • SSR - ~10%
  • Grants 3 superchats on use
  • Projectile invuln during active frames

Quick low damage tatsu. Use its projectile invuln to slip past projectiles in neutral. Second active hitbox is shorter than the first but reaches further horizontally. 4S uses this version.

The 2nd hit of the tatsu has a sizeable amount of additional pushback on block which can make punishing this move on block slightly harder for the opponent if you are at a range where the first hit whiffs, especially considering it is only -9. If they expect to be blocking the first hit they may not be ready to press the proper button or dash in order to score a punish. Use with caution, but know that you may be able to get away for free without needing to SCC to be safe depending on relative distance and the matchup (if the opponent has a fast, long-reaching normal/special).

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 90

Mid

10 2(6)2(6)2 20 -15 -

(9~27) Projectile

  • SSR - ~10%
  • Grants 3 superchats on use
  • Projectile invuln during active frames

Slower but higher damaging tatsu. Use its projectile invuln to slip past projectiles in neutral. Second and third active hurtboxes tuck in and are smaller than the first but active hitboxes are identical.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (L) 55

Mid

7 2(9)2 18 -9 -

(6~20) Projectile

  • Grants 3 superchats on use
  • Projectile invuln during active frames

Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Same animation as 214L.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (M) 90

Mid

10 2(6)2(6)2 20 -15 -

(9~27) Projectile

  • Grants 3 superchats on use
  • Projectile invuln during active frames

Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Same animation as 214M.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 25x2, 28, 30, 40

Mid

10 2(6)2(6)2(6)2(6)2 47 -61 -

(9~43) Projectile

  • Costs 1 Star Meter and grants 5 superchats on use
  • Projectile invuln during active frames

"Rising Blizzard" Tatsu that does, in fact, hit multiple times and ends in a wall bounce at the top of the screen that allows for easy combo extensions.

Toggle Hitboxes
Toggle Hitboxes
j.214X
Aerial Blizzard
Air Only IS S.png
IS Fubuki j214X.png
IS Fubuki j214X hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L/M/H 20, 35

Mid

7 2(9)2 Until Landing + 8 -9 -

(1~9) Projectile

  • SSR - ~10%
  • Grants 3 superchats on use
  • Projectile invuln during startup
  • -21 on hit if only the first part of the tatsu lands
  • Frame advantage on block is based on lowest possible startup height (8S)

Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all considered the same special and as a result they cannot be SCC'd into each other. Great for ending air combos with a bit of extra corner carry.

As a result of how quickly it moves forward during its animation and how far the second hit reaches, it can be used at much further ranges than her grounded tatsu to hit the opponent and score a knockdown. It has almost zero pushback on block, so make sure you are on-point with timing a perfect 8S or else you will eat a heavy punish.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR 20, 35

Mid

7 2(9)2 Until Landing + 8 -9 -

(1~9) Projectile

  • Grants 3 superchats on use
  • Projectile invuln during startup
  • +9 on hit if only the first part of the tatsu lands
  • Frame advantage on block is based on lowest possible startup height (8S)

Enhanced air tatsu via luck or 22S that also hits twice and causes a wall bounce that allows for easy combo extensions. Must be used to confirm her instant overhead into a combo and make it safe on hit.

Toggle Hitboxes
Toggle Hitboxes
22X
Yukkuri Flip
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
IS Fubuki 22X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 65

Mid, Air Unblockable

5 12 20 + 9L -29 -

(3~16) Head

  • SSR - ~10%
  • Grants 5 superchats on use
  • 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.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 85

Mid, Air Unblockable

7 12 20 + 11L -31 -

(3~18) Head

  • SSR - ~10%
  • Grants 5 superchats on use
  • 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.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (L) 125(65, 0, 60)

Mid, Air Unblockable

5 12 28 (Air) -25 -

(3~16) Head

  • Grants 5 superchats on use
  • Frame advantage on block is based on earliest air recovery

Enhanced DP via luck or 22S that launches directly upward and allows for easy combo extensions. Has the same startup as 22L and recovers in the air on block allowing for a falling air normal if the opponent doesn't know they can mash. Same angle as 22L.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (M) 145(85, 0, 60)

Mid, Air Unblockable

7 12 28 (Air) -25 -

(3~18) Head

  • Grants 5 superchats on use
  • Frame advantage on block is based on earliest air recovery

Has generally the same data as 22M. Keep in mind for alternating to not hit combo limit. Same angle as 22M.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 50, 0, 35x2

Mid, Air Unblockable

6 12 28 -24 KD

(1~7) Full

  • Costs 1 Star Meter and grants 5 superchats on use
  • Cannot be Superchat Cancelled on hit or block
  • Can be low-profiled
  • Total damage value is based on its use as a starter

"Shin Yukkuri Flip" True DP with invuln that ends in a soft knockdown. 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. Same angle as 22L.

22S
Burger Fox
IS 2.png IS 2.png + IS S.png
IS Fubuki 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 26 - -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Lasts until both SSR charges are spent or 25 seconds pass
  • Effect cannot be stacked

Power-up that guarantees Fubuki's next 2 special moves are SSRs. If no special is used within 25 seconds of activating Burger Fox, the buff goes away.

By using Simple Inputs, you can avoid spending the stocked SSR while the effect is active.

Super Star Attack

Kurokami
IS 236.png + IS S.png
IS Fubuki 236S 1.png
IS Fubuki 236S Projectile Hitbox.png
IS Fubuki 236S 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
280(20, 26x8, 52)

Mid

5 Until Offscreen 88 -48 +4

(1~6) Full

  • Minimum Damage: 118
  • Costs 2 Star Meter and grants 3 superchats on use
  • Total damage value is based on its use as a starter
  • Has a projectile durability of 6x1

Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance. The projectile will bust through most other strong or multi-hit projectiles easily.

If cancelled out of a juggled 236H, the 2nd hit of the multi-hit projectile will inherit the 0.4x minimum scaling that the super has and tack on a decent amount of additional minimum damage.

  • Combined Minimum Damage: 147
Toggle Hitboxes
Toggle Hitboxes

Colors

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