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! [1]
Playstyle
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
Flexibility: Equipped with a balanced set of normals, a variety of reliable anti-airs, a fast forward-moving projectile invuln spin attack, solid projectiles, multiple metered reversals, and the ability to convert resources into safe pressure extensions, Fubuki has at least some way to contest the opponent at every range and is ready for any situation.
Easy Hit Confirms: Fubuki's grounded and air normals have either abnormally long hitstun values or generally lengthy untech times. Combined with the quick startup of her specials, it is very difficult to fumble combo conversions no matter how awkward the initial hits may be.
Gacha: Fubuki's random SSR-enhanced special moves lead to more damaging combos and have additional neutral or defensive utility without requiring meter to be spent outside of 22S.
Cute Fox Girls
Generalists: While Fubuki can perform comfortably in every situation, as a result of other characters being more specialized, very few of her tools are considered the best in their class individually.
Meter Combination Prerequisites: Fubuki generally has to spend both types of meter at the same time in order to squeeze more damage out of longer-ranged confirms if she doesn't get lucky with SSRs. Most other characters get to choose between spending Star Meter or Superchat Meter respectively for their extensions, and some may not even need to spend anything.
Gacha: Optimal play requires the player to be able to react to sudden SSRs happening and be ready to adjust their neutral, pressure, combos, knockdowns, and oki timings on the fly. Also, properly keeping track of and implementing Fubuki's unique passive's "pity" system tied to number of specials used in a row may be a bit challenging.
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!
Her L+H assist 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 214S 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.
Amelia - Adaptable Frame Data Augmentation + Enhanced Mixup Reward[2]
Amelia's L+H time slow is very flexible in how it can be used combined with Fubuki's kit (neutral, defense, offense, combo extension, forcing scrambles, etc.) so just having it stocked demands respect from the opponent as they will experience double the frames if you get a clean activation on them.
Her 214S makes Fubuki's strike/throw game much scarier, since it allows her to combo off of throw and 3H knockdowns for a sizeable amount of damage. It even allows her to extend tip ranged confirms with her tatsu into full combos.
Kanata's L+H assist can be used both in neutral to make it much more difficult to approach Fubuki and on defense to effectively force combo drops or pressure restructuring due to the pushback from the waves.
The very fast assist command grab that is Kanata's 214S greatly improves Fubuki's offensive capabilities and damage as a result of it allowing a juggle pickup. This assist can be used in tandem with Fubuki's great anti-airs to set up air unblockable situations or even true unblockables.
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
Flexibility: Equipped with a balanced set of normals, a variety of reliable anti-airs, a fast forward-moving projectile invuln spin attack, solid projectiles, multiple metered reversals, and the ability to convert resources into safe pressure extensions, Fubuki has at least some way to contest the opponent at every range and is ready for any situation.
Easy Hit Confirms: Fubuki's grounded and air normals have either abnormally long hitstun values or generally lengthy untech times. Combined with the quick startup of her specials, it is very difficult to fumble combo conversions no matter how awkward the initial hits may be.
Gacha: Fubuki's random SSR-enhanced special moves lead to more damaging combos and have additional neutral or defensive utility without requiring meter to be spent outside of 22S.
Cute Fox Girls
Generalists: While Fubuki can perform comfortably in every situation, as a result of other characters being more specialized, very few of her tools are considered the best in their class individually.
Meter Combination Prerequisites: Fubuki generally has to spend both types of meter at the same time in order to squeeze more damage out of longer-ranged confirms if she doesn't get lucky with SSRs. Most other characters get to choose between spending Star Meter or Superchat Meter respectively for their extensions, and some may not even need to spend anything.
Gacha: Optimal play requires the player to be able to react to sudden SSRs happening and be ready to adjust their neutral, pressure, combos, knockdowns, and oki timings on the fly. Also, properly keeping track of and implementing Fubuki's unique passive's "pity" system tied to number of specials used in a row may be a bit challenging.
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!
Her L+H assist 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 214S 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.
Amelia - Adaptable Frame Data Augmentation + Enhanced Mixup Reward
Amelia's L+H time slow is very flexible in how it can be used combined with Fubuki's kit (neutral, defense, offense, combo extension, forcing scrambles, etc.) so just having it stocked demands respect from the opponent as they will experience double the frames if you get a clean activation on them.
Her 214S makes Fubuki's strike/throw game much scarier, since it allows her to combo off of throw and 3H knockdowns for a sizeable amount of damage. It even allows her to extend tip ranged confirms with her tatsu into full combos.
Kanata's L+H assist can be used both in neutral to make it much more difficult to approach Fubuki and on defense to effectively force combo drops or pressure restructuring due to the pushback from the waves.
The very fast assist command grab that is Kanata's 214S greatly improves Fubuki's offensive capabilities and damage as a result of it allowing a juggle pickup. This assist can be used in tandem with Fubuki's great anti-airs to set up air unblockable situations or even true unblockables.
Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals and a fair bit of pushback, so it is the prime normal to cancel from into projectiles to end blockstrings.
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Toggle Hitboxes
5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30,55
Mid
11
2(2)2
25
-9
+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.
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Toggle Hitboxes
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25
Low, Air Unblockable
5
2
14
-4
-1
None
Self-Gatling Count: 3
Fubuki's fastest normal. Hits low and uniquely has a self-gatling count of 3.
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Toggle Hitboxes
2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
70
Low, Air Unblockable
8
3
19
-4
+1
None
Fubuki's low tail poke that has more range than her sweep, but is a bit shorter than her 5M. Has high blockstun compared to her other normals, but less than 5M. Has fairly high base damage for its speed, so it is both a great starter and an amazing combo tool. Can take advantage of the move's low recovery to gatling into a whiff and pull in 5M's hurtbox.
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Toggle Hitboxes
2H
2H
Electric Wind Fox Fist
Electric Wind Fox Fist
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
Mid, Air Unblockable
10
3
25
-14
-
(3~12) Head
Jump cancellable on hit and block
Fubuki's main anti-air and launcher. Head invuln starts up on frame 3, 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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Toggle Hitboxes
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
Low, Air Unblockable
9
3
19
-10
HKD
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.
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Toggle Hitboxes
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
6
6
Until Landing + 2
-1
-
None
Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)
A great rising air to air that functions as an instant overhead when used with the SSR version of her air special. You may set up for the instant overhead by cancelling into 22S after a knockdown, or you can try testing your luck. Be careful, though, as even a successful instant overhead cancelled into regular j.214X or j.S will be -7 on hit.
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Toggle Hitboxes
j.M
j.M
Early Active
Early Active
Mid Active
Mid Active
Late Active
Late Active
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
10
5
Until Landing + 3
+2
-
None
Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)
This is Fubuki's furthest reaching air normal. Its active frames start below her before reaching in front and then above her. The hitbox above her in the late active frames is enormous and hard to contest. A great normal to just throw out safely in neutral, especially while being chased by the opponent from the ground or in the air.
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
Early Active
Early Active
"Sour Hit" Active Until Landing
"Sour Hit" Active Until Landing
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95→40
High
11
Until Landing
Until Landing + 4
+5
-
None
Enters "Sour Hit" state after the first 2 active frames until landing which deals less damage
Frame advantage on block is based on highest possible standing block from similar-height opponents and can be more advantageous if blocked deeper (it can also be less advantageous if blocked at max height by taller characters)
Active until landing with a crossup hitbox on startup. Leads to an extremely advantageous ground bounce on air hit during the first few active frames that is easy to convert into big damage. This attribute combined with the fact that it is active until landing makes it a very scary move to contest. This move shines its brightest in matchups against characters who do not have a fast or reliable anti-air.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
4H
Kon'ter +
And..
And..
Strike!
Strike!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
Mid
20
4
22
-12
-9
(8~19) Counter
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.
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.
Toggle Hitboxes
Toggle Hitboxes
j.2M
Bird Fox Air Only+
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
19x3
High
10
3(1)2(1)2
Until Landing + 4
-
-
None
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. Very useful for attempting to adlib and stabilize random SSR j.214X hits that may happen at the end of air combos.
Toggle Hitboxes
Toggle Hitboxes
Throw
Throw
Throw +or
Best friends, okay?
Best friends, okay?
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
150
-
7
2
31
-
+36
None
Total Frames: 39
Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.
Overhead
Overhead
Overhead +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
23
3
19
-3
+2
(6~36) Grab
Confirm into 5L, 5M, or dashing 2L on counterhitting a grab tech
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 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 5M even midscreen. If the opponent does not block correctly, Fubuki will be left at the perfect frame advantage of +2 to allow a grab to frame trap against 6f or slower normals as there is no grab protection on hitstun.
Special Attacks
236X
Orunyanke +//
L/M
L/M
SSR
SSR
H
H
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L
65
Mid
17
Until Offscreen
29
-6~
-3~
None
SSR - ~10%
Grants 2 superchats on use
Disappears if Fubuki is hit
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. 5S uses this version.
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.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M
65
Mid
15
Until Offscreen
31
-8~
+1~
None
SSR - ~10%
Grants 2 superchats on use
Disappears if Fubuki is hit
Has a projectile durability of 1x1
Fubuki's faster 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. Unsafe 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 fast travel speed, its frame data does not change as much from a distance, as shown in the diagram below. In exchange, it can be used to frame trap the opponent even when cancelled into at the tip of normals.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR
100
Mid
17
Until Offscreen
29
-6~
-3~
None
Grants 2 superchats on use
Disappears if Fubuki is hit
Has a projectile durability of 2x1
Enhanced projectile via luck or 22S that has higher base damage and higher projectile durability despite hitting once. Effectively identical to the regular L version of her projectile. As a result of its higher projectile durability, it will bust through regular projectiles and completely cancel out stronger projectiles that have a projectile durability of 2 (such as her or Korone's 236H).
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR
100
Mid
15
Until Offscreen
31
-8~
-5~
None
Grants 2 superchats on use
Disappears if Fubuki is hit
Has a projectile durability of 2x1
Enhanced projectile via luck or 22S that has higher base damage and higher projectile durability despite hitting once. Effectively identical to the regular M version of her projectile. As a result of its higher projectile durability, it will bust through regular projectiles and completely cancel out stronger projectiles that have a projectile durability of 2 (such as her or Korone's 236H).
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H
58x2
Mid
13
Until Offscreen
27
+1~
-
None
Costs 1 Star Meter and grants 5 superchats on use
Does not disappear if Fubuki is hit
Has a projectile durability of 1x2
"Kon-cob" Faster startup projectile with 2 hits that leads to a soft knockdown on hit. Useful for extending pressure or even forcing a mixup if done from ranges where its frame advantage on block becomes absurdly plus.
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.
214X
Blizzard Swirl +//
L
L
M
M
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L
55
Mid
7
2(9)2
18
-9
-
(7~20) Projectile
SSR - ~10%
Grants 3 superchats on use
Projectile invuln during active frames
Quick low damage tatsu. Use its projectile invuln to slip past projectiles in neutral. Second active hitbox is shorter than the first but reaches further horizontally. 4S uses this version.
The 2nd hit of the tatsu has a sizeable amount of additional pushback on block which can make punishing this move on block slightly harder for the opponent if you are at a range where the first hit whiffs, especially considering it is only -9. If they expect to be blocking the first hit they may not be ready to press the proper button or dash in order to score a punish. Use with caution, but know that you may be able to get away for free without needing to SCC to be safe depending on relative distance and the matchup (if the opponent has a fast, long-reaching normal/special).
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M
90
Mid
10
2(6)2(6)2
20
-15
-
(10~27) Projectile
SSR - ~10%
Grants 3 superchats on use
Projectile invuln during active frames
Slower but higher damaging tatsu. Use its projectile invuln to slip past projectiles in neutral. Second and third active hurtboxes tuck in and are smaller than the first but active hitboxes are identical.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR (L)
55
Mid
7
2(9)2
18
-9
-
(7~20) Projectile
Grants 3 superchats on use
Projectile invuln during active frames
Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Same animation as 214L.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR (M)
90
Mid
10
2(6)2(6)2
20
-15
-
(10~27) Projectile
Grants 3 superchats on use
Projectile invuln during active frames
Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Same animation as 214M.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H
25x2, 28, 30, 40
Mid
10
2(6)2(6)2(6)2(6)2
47
-61
-
(10~43) Projectile
Costs 1 Star Meter and grants 5 superchats on use
Projectile invuln during active frames
"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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Toggle Hitboxes
j.214X
Aerial Blizzard Air Only
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L/M/H
20, 35
Mid
7
2(9)2
Until Landing + 8
-9
-
(1~9) Projectile
SSR - ~10%
Grants 3 superchats on use
Projectile invuln during startup
-21 on hit if only the first part of the tatsu lands
Frame advantage on block is based on lowest possible startup height (8S)
Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all considered the same special and as a result they cannot be SCC'd into each other. Great for ending air combos with a bit of extra corner carry.
As a result of how quickly it moves forward during its animation and how far the second hit reaches, it can be used at much further ranges than her grounded tatsu to hit the opponent and score a knockdown. It has almost zero pushback on block, so make sure you are on-point with timing a perfect 8S or else you will eat a heavy punish.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR
20, 35
Mid
7
2(9)2
Until Landing + 8
-9
-
(1~9) Projectile
Grants 3 superchats on use
Projectile invuln during startup
+9 on hit if only the first part of the tatsu lands
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. Must be used to confirm her instant overhead into a combo and make it safe on hit.
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Toggle Hitboxes
22X
Yukkuri Flip +//
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L
65
Mid, Air Unblockable
5
12
20 + 9L
-29
-
(1~16) Head
SSR - ~10%
Grants 5 superchats on use
Can be low-profiled
Quick and somewhat vertical anti-air. Is not fully invulnerable, but has very long head invulnerability that starts on frame 1 and a lot of active frames. 2S uses this version.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M
85
Mid, Air Unblockable
7
12
20 + 11L
-31
-
(1~18) Head
SSR - ~10%
Grants 5 superchats on use
Can be low-profiled
Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable, but has very long head invulnerability that starts on frame 1 and a lot of active frames.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR (L)
60, 0, 60
Mid, Air Unblockable
6
12
28 (Air)
-25
-
(1~3) Full
Grants 5 superchats on use
Cannot be low-profiled
Full invuln only during startup, it can trade during active frames
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. Also, unlike the normal and even the EX variation, has a very large horizontal hitbox on startup that cannot be low-profiled. Same angle as 22L.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR (M)
60, 0, 60
Mid, Air Unblockable
6
12
28 (Air)
-25
-
(1~3) Full
Grants 5 superchats on use
Cannot be low-profiled
Full invuln only during startup, it can trade during active frames
Frame advantage on block is based on earliest air recovery
Exactly the same as SSR (L). 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
50, 0, 35x2
Mid, Air Unblockable
5
12
28
-24
-
(1~7) Full
Costs 1 Star Meter and grants 5 superchats on use
Can be low-profiled
Total damage value is based on its use as a starter
"Shin Yukkuri Flip" True DP with invuln that ends in a ground bounce for easy combo extensions. 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. Causes severe scaling (50%) if used as a starter, but makes combos deal quite a bit of damage when used mid-combo. Same angle as 22L.
22S
Burger Fox +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
26
-
-
None
Costs 1 Star Meter and grants 10 superchats on use
Lasts until next special or 25 seconds pass
Effect can be stacked
Power-up that guarantees Fubuki's next special move is the SSR version if it has one. Using this more than once stores additional uses of the guaranteed SSR beyond the next special. If no special is used within 25 seconds of activating Burger Fox, the buff goes away.
Super Star Attack
Kurokami +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
280(20, 26x8, 52)
Mid
4
Until Offscreen
88
-48
+4
(1~6) Full
Minimum Damage: 118
Costs 2 Star Meter and grants 3 superchats on use
Total damage value is based on its use as a starter
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.