Idol Showdown/Fubuki Shirakami: Difference between revisions
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{{Version-IS|4.0. | {{Version-IS|4.0.8}} | ||
[[File:IS_Fubuki_Logo.png|250px]] | [[File:IS_Fubuki_Logo.png|250px]] | ||
'''Versatile Fox Spirit''' - ''Adaptable Gacha Mastery'' <br> | |||
'''Versatile Fox Spirit''' - ''Adaptable Gacha Mastery'' | '''Difficulty''' - ★☆☆☆☆☆ | ||
{{CharacterIntro-IS | {{CharacterIntro-IS | ||
|hp=1000 | |hp=1000 | ||
|backdash=24F (1~5F {{Property-IS|Full}} Invuln) (1~19F {{Property-IS|grab}} Invuln) | |backdash=24F (1~5F {{Property-IS|Full}} Invuln) (1~19F {{Property-IS|grab}} Invuln) | ||
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Average]] | |walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Average]] | ||
|char= Fubuki|intro= | |char= Fubuki | ||
|intro= | |||
==Introduction== | ==Introduction== | ||
{{Content Box|content= | {{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 | '''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] | ||
{{CharacterPickReasons | {{CharacterPickReasons | ||
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'''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]]! | '''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''' | * [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko_Sakura|Miko]]''' - '''Pressure and Patrol + Emergency Lockdown''' | ||
:*Her | :*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 | :*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: | * [[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''' | ||
* [[File: | :*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.]] | [[Idol_Showdown/Fubuki_Shirakami/Strategy#Assist_Synergy|Additional notes on Assist Synergy and Assists not featured above can be found here.]] | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage=30,55 | |damage=30, 55 | ||
|guard=Mid | |guard=Mid | ||
|startup=11 | |startup=11 | ||
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|advHit= | |advHit= | ||
|advBlock=-14 | |advBlock=-14 | ||
|invul= ( | |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 | 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. | ||
}} | }} | ||
}} | }} | ||
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|image=IS_Fubuki_4H_1.png | |image=IS_Fubuki_4H_1.png | ||
|resizeImage=yes | |resizeImage=yes | ||
|caption=And.. | |caption=And... | ||
|image2=IS_Fubuki_4H_2.png | |image2=IS_Fubuki_4H_2.png | ||
|caption2=Strike! | |caption2=Strike! | ||
|hitbox=IS_Fubuki_4H_hitbox.png | |hitbox=IS_Fubuki_4H_hitbox.png | ||
|name=Kon'ter | |name=Kon'ter | ||
|input={{NotationIcon-IS|4}} '''+''' {{NotationIcon-IS|h}} | |input={{NotationIcon-IS|4}} '''+''' {{NotationIcon-IS|h}} | ||
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|advBlock=-12 | |advBlock=-12 | ||
|invul=(8~19) '''Counter''' | |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. | |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. | 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. | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=20x3 | ||
|guard=High | |guard=High | ||
|startup=10 | |startup=10 | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|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 | |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 === | ||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">Overhead</font> ====== | ====== <font style="visibility:hidden" size="0">Overhead</font> ====== | ||
{{MoveData | {{MoveData | ||
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|invul= (6~36) {{Property-IS|grab}} | |invul= (6~36) {{Property-IS|grab}} | ||
|description= | |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. | 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. | 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. | ||
}} | |||
}} | |||
====== <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 | |||
}} | }} | ||
}} | }} | ||
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|caption=L/M | |caption=L/M | ||
|image2=IS_Fubuki_236X_2.png | |image2=IS_Fubuki_236X_2.png | ||
|caption2=SSR | |caption2=SSR | ||
|image3=IS_Fubuki_236X_3.png | |image3=IS_Fubuki_236X_3.png | ||
|caption3=H | |caption3=H | ||
|name=Orunyanke | |name=Orunyanke | ||
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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. 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 | 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. | 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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}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=SSR | |version=SSR (L) | ||
|damage=100 | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
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}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=SSR | |version=SSR (M) | ||
|damage=100 | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
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|active=Until Offscreen | |active=Until Offscreen | ||
|recovery=31 | |recovery=31 | ||
|advHit= | |advHit=+1~ | ||
|advBlock=-8~ | |advBlock=-8~ | ||
|description= | |description= | ||
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{{AttackData-IS | {{AttackData-IS | ||
|version=H | |version=H | ||
|damage= | |damage=60x2 | ||
|guard=Mid | |guard=Mid | ||
|startup=13 | |startup=13 | ||
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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. | 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: | [[File:IS_Fubuki_236H_diagram_small3.png]] | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock=-9 | |advBlock=-9 | ||
|invul= ( | |invul= (6~20) {{Property-IS|projectile}} | ||
|description= | |description= | ||
* SSR - ~10% | * SSR - ~10% | ||
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|advHit= | |advHit= | ||
|advBlock=-15 | |advBlock=-15 | ||
|invul= ( | |invul= (9~27) {{Property-IS|projectile}} | ||
|description= | |description= | ||
* SSR - ~10% | * SSR - ~10% | ||
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|advHit= | |advHit= | ||
|advBlock=-9 | |advBlock=-9 | ||
|invul= ( | |invul= (6~20) {{Property-IS|projectile}} | ||
|description= | |description= | ||
* Grants 3 superchats on use | * Grants 3 superchats on use | ||
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|advHit= | |advHit= | ||
|advBlock=-15 | |advBlock=-15 | ||
|invul= ( | |invul= (9~27) {{Property-IS|projectile}} | ||
|description= | |description= | ||
* Grants 3 superchats on use | * Grants 3 superchats on use | ||
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|advHit= | |advHit= | ||
|advBlock=-61 | |advBlock=-61 | ||
|invul= ( | |invul= (9~43) {{Property-IS|projectile}} | ||
|description= | |description= | ||
* Costs 1 Star Meter and grants 5 superchats on use | * Costs 1 Star Meter and grants 5 superchats on use | ||
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|active=12 | |active=12 | ||
|recovery=28 | |recovery=28 | ||
|advHit= | |advHit=KD | ||
|advBlock=-24 | |advBlock=-24 | ||
|invul= (1~7) {{Property-IS|full}} | |invul= (1~7) {{Property-IS|full}} | ||
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* Can be low-profiled | * Can be low-profiled | ||
* Total damage value is based on its use as a starter | * Total damage value is based on its use as a starter | ||
"Shin Yukkuri Flip" True DP with invuln that ends in a | "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. | ||
}} | }} | ||
}} | }} | ||
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*Lasts until both SSR charges are spent or 25 seconds pass | *Lasts until both SSR charges are spent or 25 seconds pass | ||
*Effect cannot be stacked | *Effect cannot be stacked | ||
Power-up that guarantees Fubuki's next 2 special moves are | 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. | By using Simple Inputs, you can avoid spending the stocked SSR while the effect is active. | ||
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* Has a projectile durability of 6x1 | * 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. | 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 | |||
}} | }} | ||
}} | }} | ||
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{{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)}}}} | |||
}} | }} | ||
Latest revision as of 16:50, 12 June 2024
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]
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 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.
- 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.
- 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
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Toggle Hitboxes Toggle Hitboxes
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5M
5M
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Toggle Hitboxes Toggle Hitboxes
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5H
5H
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2L
2L
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Toggle Hitboxes Toggle Hitboxes
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2M
2M
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Toggle Hitboxes Toggle Hitboxes
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2H
2H
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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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Universal Mechanics
Throw
Overhead
Superchat Reversal
Toggle Hitboxes Toggle Hitboxes
|
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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)
Sakura Miko (Hololive)
Ayame Nakiri (Hololive)
Inugami Korone (Hololive)
Nekomata Okayu (Hololive)