Idol Showdown/Fubuki Shirakami

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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.

Normal Moves

Standing Normals

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

Mid

6 3 - - -

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 - - -

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 - - -

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 in order to do some simple grounded loops.

Crouching Normals

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

Low

5 2 - - -

None

Fubuki's fastest normal. Hits low. 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 - - -

None

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 to make it harder to attempt punishing on block at max range.

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

Mid

10 3 - - -

None

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.

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

Low

10 3 - - -

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.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 Landing - - -

None

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.

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 - - -

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 insane recovery.

j.2M
j.2M
IS Fubuki j2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
56(20x3)

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 - - -

None

Universal overhead.

Special Attacks

236X
Orunyanke
236X
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 - - - -

None

Slow projectile, low hitstun and blockstun.

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

Mid

15 - - - -

None

Fast projectile, higher hitstun and blockstun.

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

Mid

15 - - - -

None

Enhanced projectile via luck or 22S that launches into immediate air tech.

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

Mid

13 - - - -

None

"Kon-cob" Faster startup projectile with 2 hits.

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

Mid

7 2(9)2 - - -

None

Quick low damage tatsu. Despite having multiple active hits, only ever hits once.

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

Mid

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

None

Slower but higher damaging tatsu. Despite having multiple active hits, only ever hits once.

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

Mid

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

None

Enhanced tatsu via luck or 22S that launches into a wall bounce and allows easy combo extensions. Despite having multiple active hits, only ever hits once.

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 - - -

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.

j.214X
Aerial Blizzard
j.214X
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 - - -

None

Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all the same special. Actually hits twice, great for ending air combos. Relatively safe on block when used near the ground. 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 - - -

None

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
IS Fubuki 22X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 65

Mid

5 12 - - -

None

Quick and somewhat vertical anti-air. Is not fully invulnerable.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 85

Mid

7 12 - - -

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 120(60,0,60)

Mid

4 12 - - -

None

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. 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 - - -

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
IS Fubuki 22S.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
S - - - - - - -

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) - - - - - -

None

  • Minimum Damage: 138

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

Combos

General

Mid-screen

Corner

Matchups

Vs. Aki
Matchup advice goes here.

External Resources

Colors

Original Outfit
Cosplay 1
Cosplay 2
Cosplay 3
Cosplay 4
Cosplay 5
Cosplay 6

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