Idol Showdown/Fubuki Shirakami: Difference between revisions

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==Combos==
==Combos==
''WIP''<br><br>
''WIP''<br><br>
'''Notation:<br>
'''Notation:'''<br>
* digit represents direction based on numpad location<br>
* digit represents direction based on numpad location<br>
* X = any '''{{clr|19|L}} / {{clr|17|M}} / {{clr|11|H}}''' button
* X = any '''{{clr|19|L}} / {{clr|17|M}} / {{clr|11|H}}''' button
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All combos work with '''{{clr|19|2L}}''' as a starter but will have worse damage.<br>
All combos work with '''{{clr|19|2L}}''' as a starter but will have worse damage.<br>
Since dashing builds meter try to do them even in the corner where they aren't necessary.  
Since dashing builds meter try to do them even in the corner where they aren't necessary.  
{{ComboTable-IS
{{ComboTable-IS
| data =
| data =
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  }}
  }}
}}
}}
===Okizeme===
==Strategy==


==Matchups==
==Matchups==

Revision as of 14:13, 10 May 2023

IS Fubuki Profile.jpg

IS Fubuki Logo.png

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 is a well-rounded "shoto" character with tools for every distance.
Pick if you like Avoid if you dislike
  • Well-Rounded
  • Gacha
  • Master-of-none
  • Gacha


Recommended Collabs

  • IS Miko Icon.png Miko - Both of Miko's assists allows Fubuki to safely continue pressure after combos
  • IS Watson Icon.png Amelia - Amelia's 214S makes Fubuki's strike/throw much scarier, since it allows her to combo off of throw for a sizeable amount of damage
  • IS Marine Icon.png Marine - Marine's LH assist helps Fubuki a lot in offense, since the opponent has to either take tons of chip damage or eat an AUB attack. It can also be used in neutral is a way to bait a jump. Marine's 214S can also help at long range
  • IS Kiara Icon.png Kiara - Kiara greatly helps Fubuki during neutral against zoners, thanks to her reflect Assist. She can also use Kiara's 214S to safely get in from far away

Normal Moves

Standing Normals

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

Mid

6 3 - -1 -

None

Standard fast jab that hits crouchers. Links into itself on counterhit.

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

Mid

7 3 - -9 -

None

Fairly quick poke that can be confirmed with 214X even at max range.

5H
5H
IS Fubuki 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
86(45,41)

Mid

11 2(2)2 - -14 +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. 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.

Crouching Normals

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

Low

5 2 - 0 -

None

  • Air unblockable

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.

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

Low

8 3 - -3 -

None

  • Air unblockable

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.

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

Mid

10 3 - -16 -

None

  • Jump cancellable on hit and block
  • Air unblockable

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. Air unblockable.

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

Low

10 3 - -11 -

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.

Jumping Normals

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

High

6 6 - - -

None

Instant overhead. Confirm with j.S or j.214X.

j.M
j.M
IS Fubuki jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

10 5 - - -

None

Large and disjointed, starts active below Fubuki before hitting in front and above her.

j.H
j.H
IS Fubuki jH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

High

10 Until Landing - - -

None

Active until landing with a 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.

Command Normals

4H
4H
IS Fubuki 4H 1.png
Guardpoint Catch
Guardpoint Catch
IS Fubuki 4H 2.png
Strike
Strike
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

20 4 - -22 -

None

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.

j.2M
j.2M
IS Fubuki j2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
56(20,18x2)

High

- - - - -

None

Multi-hitting crossup air normal.

Universal Mechanics

Throw
Throw
L+M
IS Fubuki LM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
150

-

7 2 - - -

None

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

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

High

26 3 - +1 +3

None

Universal overhead.

Special Attacks

236X
Orunyanke
236X or 5S/6S
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

15 - - -21~ -18~

None

  • SSR - 8.8%

Slow projectile, low hitstun and blockstun. Spawns further forward than 236M. Extremely unsafe on block and hit at close range. 5S uses this version.

IS Fubuki 236L diagram small2.png

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

Mid

15 - - -21~ -18~

None

  • SSR - 11.5%

Fast projectile, low hitstun and blockstun. Spawns somewhat behind Fubuki. Extremely unsafe on block and hit at close range. 6S uses this version.

IS Fubuki 236M diagram small2.png

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

Mid

15 - - -18~ -

None

  • L and M version SSRs are considered a different specials, but M has better scaling

Enhanced larger and faster projectile via luck or 22S that launches into immediate air tech. Has significantly less pushback than a normal projectile. Extremely unsafe on block at close range.

IS Fubuki 236X SSR diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 114(60,54)

Mid

13 - - -1~ +3~

None

"Kon-cob" Faster startup projectile with 2 hits. Has less pushback than her regular projectiles and ranges from -1 to extremely plus on block depending on distance from the opponent.

IS Fubuki 236H diagram small2.png

214X
Blizzard Swirl
214X or 4S
IS Fubuki 214X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 55

Mid

7 2(9)2 - -20 -

None

  • SSR - 7.8%
  • Projectile invuln during the gap between active hitboxes
  • 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. Use it to slip past projectiles in neutral, but be careful since the invuln is a bit finicky. Despite having multiple active hits, only ever hits once. 4S uses this version.

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

Mid

10 2(6)2(6)2 - -26 -

None

  • SSR - 7.8%
  • Projectile invuln during the gaps between active hitboxes
  • 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. Use it to slip past projectiles in neutral, but be careful since the invuln is a bit finicky. Despite having multiple active hits, only ever hits once.

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

Mid

10 2(6)2(6)2 - -26 -

None

  • Projectile invuln during the gaps between active hitboxes
  • 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.

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

Mid

10 2(6)2(6)2 - -26 -

None

  • Projectile invuln during the gaps between active hitboxes
  • 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

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.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 147(30,27x3,36)

Mid

10 2(6)2(6)2(6)2(6)2 - -64 -

None

  • Projectile invuln during the gaps between active hitboxes

"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.

j.214X
Aerial Blizzard
j.214X or j.S
IS Fubuki j214X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L/M/H 52(20,32)

Mid

10 2(9)2 - -12 -

None

  • SSR(L) - 8.8%
  • SSR(M) - 11.3%
  • SSR(H) - 11.3%
  • No projectile invuln
  • 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 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. 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.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR 52(20,32)

Mid

10 2(9)2 - -12 -

None

  • No projectile invuln
  • 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
IS Fubuki 22X.png
Version 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
  • Air unblockable

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

  • SSR - 10.3%
  • Air unblockable

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
  • NOT air unblockable

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. Another reminder that it is NOT air unblockable. Same angle as 22L.

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
  • NOT air unblockable

Exactly the same as SSR (L) except it has better scaling. Keep in mind for alternating to not hit combo limit. Another reminder that it is NOT air unblockable. 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

  • Air unblockable

"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
IS Fubuki 22S.png
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
IS Fubuki 236S 1.png
IS Fubuki 236S 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
280(20,26x8,52) - 4 - - -22 -

None

  • Minimum Damage: 138

Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance.

Combos

WIP

Notation:

  • digit represents direction based on numpad location
  • X = any L / M / H button
  • j.X = 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

Combo Difficulty Damage Cost Meter Gain Location
  • Allows Fubuki to do a safe jump with forward jump j.L or forward jump j.2M if opponent techs
  • Better corner carry for worse oki
  • Hard knockdown.
  • Done by cutting the combo short after the first 2H.
  • 3H needs to be slightly delayed or it will whiff.

BnBs

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.

  • Instant overhead starter.
  • Using j.214L will result in worse damage (242).

Okizeme

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

Colors

Original Outfit
Cosplay 1 Ookami Mio (Hololive)
Cosplay 2 Shiranui Flare (Hololive)
Cosplay 3 Tsunomaki Watame (Hololive)
Cosplay 4 First design
Cosplay 5 Aragami Oga (Holostars)
Cosplay 6 Ky Kiske (Guilty Gear)

Navigation

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News & Updates
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Resources
Game Data
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Aki Rosenthal
Ayame Nakiri
Botan Shishiro
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Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres