Idol Showdown/Fubuki Shirakami: Difference between revisions
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* [[File:IS_Subaru_Icon.png|40px]] '''[[Idol Showdown/Collabs#Subaru_Oozora|Subaru]]''' - '''Versatile Call for Backup + Full Screen Sausage''' | * [[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. | :*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 | :*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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|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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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=20x3 | ||
|guard=High | |guard=High | ||
|startup=10 | |startup=10 | ||
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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 | 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. | ||
}} | }} | ||
}} | }} | ||
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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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}} | }} | ||
{{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=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. | ||
}} | }} | ||
}} | }} |
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 |
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Recommended Collabs
Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
- Miko - Pressure and Patrol + Emergency Lockdown
- Her 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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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)