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
Miko - Both of Miko's assists allows Fubuki to safely continue pressure after combos
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
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
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
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
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
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
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
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
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
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
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
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
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
Guardpoint Catch
Guardpoint Catch
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
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
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
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
L/M
L/M
SSR
SSR
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.
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.
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.
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.
214X
Blizzard Swirl 214X or 4S
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
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
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
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)
-
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
delay 22M
-
-
-
Anywhere
Allows Fubuki to do a safe jump with forward jump j.L or forward jump j.2M if opponent techs
j.H > j.214X (or j.S)
-
-
-
-
Better corner carry for worse oki
dash 2M (or 5M) > delay 3H
-
-
-
-
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.