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Line 644: |
Line 644: |
| }} | | }} |
| {{ComboData-IS | | {{ComboData-IS |
| | combo = 5M > delayed 3H | | | combo = dash 2M > delay 3H |
| | cost = - | | | cost = - |
| | metergain = - | | | metergain = - |
Line 650: |
Line 650: |
| | location = - | | | location = - |
| | notes = | | | notes = |
| * Hard knockdown usually at the cost of opting to not use 2H and ending a combo early | | * Hard knockdown. |
| | * Done by cutting the combo short after dash 2M. |
| | * 3H needs to be slightly delayed or it will whiff. |
| }} | | }} |
| }} | | }} |
Revision as of 14:02, 9 May 2023
Versatile Fox Spirit - Adaptable Gacha Mastery
Introduction
Fubuki is a solid all-rounder who has no problem fighting at any distance. Her opportunistic playstyle rewards players who can take advantage of her unique SSR passive.
Unique Passive: Fubuki's special moves have a small chance to be blessed with SSR luck! SSR moves have properties that make them more powerful than their standard counterparts. Fubuki's "Burger Fox" special grants Fubuki guaranteed SSR luck on her next special move. If luck isn't on her side, don't fret, the 10th use of the same special move will be a guaranteed SSR as well!
Playstyle
Fubuki Shirakami does things. (Placeholder)
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Pick if you like |
Avoid if you dislike
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Normal Moves
Standing Normals
5L
5L
|
Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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30
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Mid
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6
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3
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-
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-1
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-
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None
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Standard fast jab that hits crouchers. Links into itself on counterhit.
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5M
5M
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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60
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Mid
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7
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3
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-
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-9
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-
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None
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Fairly quick poke that can be confirmed with 214X even at max range.
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5H
5H
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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86(45,41)
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Mid
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11
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2(2)2
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-
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-14
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+9
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None
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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.
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Crouching Normals
2L
2L
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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25
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Low
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5
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2
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-
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0
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-
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None
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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.
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2M
2M
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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70
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Low
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8
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3
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-
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-3
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-
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None
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Fubuki's low tail poke that has more range than her sweep, but is a bit shorter than her 5M. Links into itself on counterhit. Has fairly high base damage for its speed, so it is both a great starter and 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.
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2H
2H
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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85
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Mid
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10
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3
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-
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-16
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-
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None
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- Jump cancellable on hit and block
Fubuki's main anti-air and launcher. 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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3H
3H
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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95
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Low
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10
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3
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-
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-11
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-
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None
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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.
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Jumping Normals
j.L
j.L
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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30
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High
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6
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6
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-
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-
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-
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None
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Instant overhead. Confirm with j.S or j.214X.
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j.M
j.M
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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60
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High
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10
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5
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-
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-
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-
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None
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Large and disjointed, starts active below Fubuki before hitting in front and above her.
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j.H
j.H
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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95
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High
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10
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Until Landing
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-
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-
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-
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None
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Active until landing with an insane crossup hitbox. 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.
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Command Normals
4H
4H Guardpoint Catch Guardpoint Catch Strike Strike
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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90
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Mid
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20
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4
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-
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-22
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-
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None
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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.
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j.2M
j.2M
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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56(20,18x2)
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High
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-
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-
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-
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-
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-
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None
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Multi-hitting crossup air normal.
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Universal Mechanics
Throw
Throw L+M
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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150
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-
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7
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2
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-
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-
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-
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None
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Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.
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Overhead
Overhead M+H
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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60
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High
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26
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3
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-
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+1
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+3
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None
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Special Attacks
236X
Orunyanke 236X or 5S/6S L/M L/M SSR SSR H H
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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L
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65
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Mid
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15
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-
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-
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-22~
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-18~
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None
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Slow projectile, low hitstun and blockstun. Extremely unsafe on block and hit at close range. 5S uses this version.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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M
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65
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Mid
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15
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-
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-
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-21~
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-18~
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None
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Fast projectile, low hitstun and blockstun. Extremely unsafe on block and hit at close range. 6S uses this version.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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SSR (L)
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65
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Mid
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15
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-
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-
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-21~
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-
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None
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Enhanced faster projectile via luck or 22S that launches into immediate air tech. Extremely unsafe on block at close range.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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SSR (M)
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65
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Mid
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15
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-
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-
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-21~
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-
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None
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Exactly the same as SSR (L) except it has better scaling.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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H
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114(60,54)
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Mid
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13
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-
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-
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-1~
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+3~
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None
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"Kon-cob" Faster startup projectile with 2 hits. Ranges from -1 to extremely plus on block depending on distance from the opponent.
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214X
Blizzard Swirl 214X or 4S
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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L
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55
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Mid
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7
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2(9)2
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-
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-20
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-
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None
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- SSR - 7.8%
- Second hit of the tatsu lands at earliest on frame 18 and is -11 on block
- 4S version of the special has better combo scaling
Quick low damage tatsu. Despite having multiple active hits, only ever hits once. 4S uses this version.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
M
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90
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Mid
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10
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2(6)2(6)2
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-
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-26
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-
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None
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- SSR - 7.8%
- Second hit of the tatsu lands at earliest on frame 18 and is -20 on block
- Third hit of the tatsu lands at earliest on frame 26 and is -14 on block
Slower but higher damaging tatsu. Despite having multiple active hits, only ever hits once.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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SSR (L)
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90
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Mid
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10
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2(6)2(6)2
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-
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-26
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-
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None
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- Second hit of the tatsu lands at earliest on frame 18 and is -20 on block
- Third hit of the tatsu lands at earliest on frame 26 and is -14 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.
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Version
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Damage
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Guard
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Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
SSR (M)
|
90
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Mid
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10
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2(6)2(6)2
|
-
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-26
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-
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None
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- Second hit of the tatsu lands at earliest on frame 18 and is -20 on block
- Third hit of the tatsu lands at earliest on frame 26 and is -14 on block
- Third hit of the tatsu lands at earliest on frame 26 and is -14 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.
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Version
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
H
|
147(30,27x3,36)
|
Mid
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10
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2(6)2(6)2(6)2(6)2
|
-
|
-64
|
-
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None
|
"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.
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j.214X
Aerial Blizzard j.214X or j.S
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Version
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Damage
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Guard
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Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
L/M/H
|
52(20,32)
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Mid
|
10
|
2(9)2
|
-
|
-12
|
-
|
None
|
- SSR(L) - 8.8%
- SSR(M) - 11.3%
- SSR(H) - 11.3%
- Frame advantage on block is based on lowest possible startup height (8S)
- j.S version of the special has better combo scaling
Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all the same special despite having different SSR rates. Actually hits twice, great for ending air combos. Relatively safe on block when used near the ground. Using the easy input 8S you can get the special to happen right off of the ground 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.
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
SSR
|
52(20,32)
|
Mid
|
10
|
2(9)2
|
-
|
-12
|
-
|
None
|
- 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.
|
|
22X
Yukkuri Flip 22X or 2S
|
Version
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L
|
65
|
Mid
|
5
|
12
|
-
|
-30
|
-
|
None
|
- SSR - 8%
- 2S version of the special has better combo scaling
Quick and somewhat vertical anti-air. Is not fully invulnerable. 2S uses this version.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
M
|
85
|
Mid
|
7
|
12
|
-
|
-32
|
-
|
None
|
Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
SSR (L)
|
120(60,0,60)
|
Mid
|
4
|
12
|
-
|
-23
|
-
|
None
|
- 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.
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
SSR (M)
|
120(60,0,63)
|
Mid
|
4
|
12
|
-
|
-23
|
-
|
None
|
- 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. Same angle as 22L.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
H
|
120(50,0,35x2)
|
Mid
|
6
|
12
|
-
|
-25
|
-
|
None
|
"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.
|
|
22S
Burger Fox 22S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Power-up that guarantees Fubuki's next special move is the SSR version. Using this more than once stores additional uses of the guaranteed SSR beyond the next special.
|
|
Super Star Attack
Kurokami 236S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
280(20,26x8,52)
|
-
|
-
|
-
|
-
|
-22
|
-
|
None
|
Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance.
|
|
Combos
Notation:
- digit represents direction based on numpad location
- X = any L/M/H button
- jX = jump L/M/H button
- X(1) = first hit of a multi hit move
- (X) = L/M/H button is optional
- ~ = link instead of cancel
Enders
WIP
Combo
|
Difficulty
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Allows Fubuki to do a j.L saje jump
|
- Better corner carry for worse oki
|
- Hard knockdown.
- Done by cutting the combo short after dash 2M.
- 3H needs to be slightly delayed or it will whiff.
|
BnBs
WIP
Your go to routes if you don't know what to do.
All combos work with 2L as a starter but will have worse damage.
Since dashing builds meter try to do them even in the corner where they aren't necessary.
Combo
|
Difficulty
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- delay j.H until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
- Against Ayame do dash 2M > 5H(1) for more consistency since her hurtbox is smaller and 2H tends to whiff when both hits of 5H connect. (283 damage)
- This route is also an introduction to Fubuki's amazing tech traps.
- If you are a bit late with dash 2M you will anti air them with 2M, when they tech, resulting in a reset.
- If they no tech you will continue the combo as if you actually timed the dash correctly.
|
- delay j.H until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
- (4H) will whiff on spaced 5L
|
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
Colors
Navigation
The Game
|
|
The Battle System
|
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Idols
|
|
Collabs
|
|