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 she's all out of luck, don't fret, the 10th use of the same special move will be a guaranteed SSR as well!
Normal Moves
Standing Normals
5L
5L
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 Guardpoint Catch Guardpoint Catch 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
|
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
|
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
|
-
|
-
|
-
|
None
|
|
|
Special Attacks
236X
Orunyanke 236X 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
|
-
|
-
|
-
|
-
|
None
|
Slow projectile, low hitstun and blockstun. Extremely unsafe on block at close range.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
M
|
65
|
Mid
|
15
|
-
|
-
|
-
|
-
|
None
|
Fast projectile, low hitstun and blockstun. Extremely unsafe on block at close range.
|
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. 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
|
-
|
-
|
-
|
-
|
None
|
"Kon-cob" Faster startup projectile with 2 hits. Plus on block.
|
|
214X
Blizzard Swirl 214X
|
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
|
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
|
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
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
280(20,26x8,52)
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
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
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