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.
(This section is a placeholder and will be filled out or even completely removed once the game is stable and Fubuki's glitches are fixed, do not make changes to it)
Strengths
Weaknesses
Well-rounded
Very cute
Gacha
Master-of-none
Gacha
Recommended Collabs
Miko - Both of Miko's assists allow Fubuki to safely continue pressure and enforce mixups after a knockdown. Her L+H assist persists even when you are getting hit, so it can be used defensively to make it harder for the opponent to reliably finish combos.
Amelia - Amelia's 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. Her L+H time slow is also 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.
Marine - Marine's L+H assist helps Fubuki a lot in offense, since the opponent has to either take tons of chip damage or eat an air unblockable attack. It can be used in neutral as a way to bait a jump or on defense to force the opponent to adjust their pressure or combos to get out of the way of Marine. Marine's 214S can also help at long range and may be used to extend some combos.
Kiara - Kiara greatly helps Fubuki during neutral against projectile zoners, thanks to her L+H reflect assist. Fubuki can also use Kiara's 214S to safely run in from far away. Not very good for combos at all, but Fubuki's kit shines once she gets in, so if you can use Kiara to force your way in, then Fubuki can easily get the job done.
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
10
-1
+3
None
Standard fast jab that hits crouchers. Links into itself on counterhit.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Mid
7
3
27
-9
-3
None
Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals, so it is the prime normal to cancel into projectiles out of on block.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
86(45,41)
Mid
11
2(2)2
24
-13
+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.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25
Low, Air Unblockable
5
2
10
0
+3
None
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.
Toggle Hitboxes
Toggle Hitboxes
2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
70
Low, Air Unblockable
8
4
18
-3
+4
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. Links into itself on counterhit. 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. This makes it harder to attempt punishing on block at max range, even though 5M's frame advantage does not change from being -9.
Toggle Hitboxes
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
-16
-
(3~13) 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.
Toggle Hitboxes
Toggle Hitboxes
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
Low, Air Unblockable
10
3
19
-11
+37
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.
Toggle Hitboxes
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 + 3
-
-
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
6
Until Landing + 4
-
-
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
12
Until Landing
Until Landing + 5
+3~
-
None
Crossup hitbox is for the first 4 active frames
Frame advantage on block is based on highest possible standing block from opponent and can be more advantageous if blocked deeper
Active until landing with a crossup hitbox on startup. 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
32
-22
+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 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
10
2x3
Until Landing + 4
-
-
None
Multi-hitting crossup air normal.
Universal Mechanics
Throw
Throw L+M
Best friends, okay?
Best friends, okay?
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
150
-
7
2
21
-
+36
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
19
+1
+3
(1~5) Grab
Universal overhead with invuln against grabs on startup. Important for her more advanced meter-generation corner routes as it can be combo'd into and out of during juggles.
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
16
Until Offscreen
31
-7~
+2~
None
SSR - 8.8%
Slow projectile that spawns further forward than 236M. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner. 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. 5S uses this version.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M
65
Mid
15
Until Offscreen
31
-7~
+2~
None
SSR - 11.5%
Fast projectile that spawns somewhat behind Fubuki. 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. 6S uses this version.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR
65
Mid
15
Until Offscreen
31
-7~
+2 (Air tech)
None
L and M version SSRs are considered different specials, but M has better scaling
Enhanced larger and faster projectile via luck or 22S that launches into air tech. Has significantly less pushback than a normal projectile and does not cause Fubuki to be pushed back on block when the opponent's back is to the corner. Decent pressure ender that lets Fubuki tech chase on hit.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H
114(60,54)
Mid
13
Until Offscreen
27
+13~
+22~
None
"Kon-cob" Faster startup projectile with 2 hits. It is very advantageous on block, even at point blank. 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 (out of 214X for example) if you want to further your offense, as it guarantees that your pressure will be extended regardless of distance.
Second hit of the tatsu lands at earliest on frame 18 and is -10 on block
4S version of the special has better combo scaling
Quick low damage tatsu. Use its projectile invuln to slip past projectiles in neutral. 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
3(5)2(6)2
20
-26
-
(10~27) Projectile
SSR - 7.8%
Projectile invuln during active frames
Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
Third hit of the tatsu lands at earliest on frame 26 and is -15 on block
Slower but higher damaging tatsu. Use its projectile invuln to slip past projectiles in neutral. 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
20
-26
-
(10~27) Projectile
Projectile invuln during active frames
Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
Third hit of the tatsu lands at earliest on frame 26 and is -15 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
20
-26
-
(10~27) Projectile
Projectile invuln during active frames
Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
Third hit of the tatsu lands at earliest on frame 26 and is -15 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
47
-69
-
(10~43) Projectile
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.
Toggle Hitboxes
Toggle Hitboxes
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
7
2(9)2
Until Landing + 4
-12
-
(7~20) Projectile
SSR(L) - 8.8%
SSR(M) - 11.3%
SSR(H) - 11.3%
Projectile invuln during active frames
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 and by using the easy input 8S you can get the special to happen at the earliest possible frame 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
7
2(9)2
Until Landing + 4
-12
-
(7~20) Projectile
Projectile invuln during active frames
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.
Toggle Hitboxes
Toggle Hitboxes
22X
Yukkuri Flip 22X or 2S
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L
65
Mid, Air Unblockable
5
12
28
-44
-
(1~16) Head
SSR - 8%
2S version of the special has better combo scaling
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, Air Unblockable
7
12
28
-44
-
(1~18) Head
SSR - 10.3%
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, Air Unblockable
4
12
28 (Air)
-24
-
(1~15) Full
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. Same angle as 22L.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
SSR (M)
123(60,0,63)
Mid, Air Unblockable
4
12
28 (Air)
-24
-
(1~15) Full
Frame advantage on block is based on earliest air recovery
Exactly the same as SSR (L) except it has better scaling. Keep in mind for alternating to not hit combo limit. e. Same angle as 22L.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H
120(50,0,35x2)
Mid, Air Unblockable
6
12
28
-24
-
(1~17) Full
"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
-
-
-
-
26
-
-
None
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 236S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
280(20,26x8,52)
-
4
-
-
-47
-
Full
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 = jumping button
dl.X = delayed button
(X) = optional button
X(n) = n hits of a multi hit move
njc = jump cancel (n is for direction)
scc = super chat cancel
> = cancel
, = link
Enders
The various ways to end your combos. There is a spectrum of damage, corner carry, and oki combinations associated with each ender choice. All combo routes below will generally end with a 2H in the video demonstration, and you can pick which combo ender you prefer to use.
Combo
Difficulty
Damage
Cost
Meter Gain
Location
22M
-
-
-
-
Allows Fubuki to do a safe jump against quick tech with j.L or j.2M, if 22M is delayed a bit. Her most consistent ender with the strongest oki against quick tech.
j.H (ground bounce limit)
-
-
-
-
Using j.H a second time causes it to knock down rather than bouncing. Slightly better midscreen oki than j.214X ender due to relative spacing by sacrificing damage and carry.
j.H > j.214X (or j.S)
-
-
-
-
Better corner carry and damage for worse oki.
dash 2M (or 5M) > dl.3H
-
-
-
-
Hard knockdown.
Leads to a consistent safejump as quick tech is not an option.
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.
Using 2L instead of 5L works at the cost of having worse damage.
Since dashing builds meter try to do them even in the corner where they aren't necessary.
Fubuki's combo theory is quite simple.
Since starting with stronger normals doesn't enable new routes, combos can be segmented into 3 main sections: Starter - Extension - Ender
Each section is separated with by using a juggle point done with 2H.
Additionally, as a general rule of thumb: The more buttons you press, the less damage you do, but the more meter you gain.
Starter
Mostly refers to the sequence before the first juggle point (launching the opponent into the air).
E.g. you can do the classic 5L > 5M > 5H sequence which would be a starter for your combo.
When choosing which starter you want to go for, you have to consider the distance between you and your opponent. 5L will only hit up close, so going for this starter while you still have distance to cover isn't ideal.
You also have to keep in mind that you will be push back while hitting your opponent, so e.g. a sequence involving 4H might miss, if done too late.
Here are some notes to help you build your starter:
5L & 2M have better damage and scaling than 2L & 5M.
5M might leave you at a range where no button will connect, which means cancelling into 214M may be your only option
5H helps with closing the distance during a sequence, allowing for a more consistent use of 4H.
5H allows you to link back into M normals.
22H, 214H and SSR 22M / 214M each respectively give you a free juggle point. Keep IPS[1] in mind, though, since every normal is limited in use.
Extension
Since you ended your starter with 2H, you're pretty much locked into 2 options. Jump cancel 2H or special cancel 2H.
Special canceling wouldn't make sense at this point, since if you have wanted to use the free juggle point from an EX or SSR move, you should have done it before 2H and not after.
So let's discuss the options you have with jump canceling 2H.
Our aim is to extend our combo, so doing stuff like j.214X or j.L / j.M / j.2M would cut our combo short, leaving us with j.H. j.H will cause the opponent to ground bounce while also sending Fubuki back to the ground, allowing you to use your normals again. It is recommended to dl.j.H slightly to give you more time to land and do a follow-up button.
Now most stuff already mentioned in Starter will also apply here, but with a couple of things you need to consider:
Like 4H, you now also have the problem of the second 2H missing in longer sequences.
dash 2M is at the moment the prefered way to pick up after j.H, leaving you closer to the opponent and having the scaling and damage of 2M.
5H will result in worse damage in longer combos because its 2 hits are individually counted as 2 stages of scaling instead of 1. Use 5M instead.
22H, 214H and SSR 22M / 214M are also usable here, after j.H > X...
Ender
After your second 2H you can't really do much anymore before IPS kicks in.
This is why you need to choose an ender for your combo which ideally gives you enough time, after you finished it, to continue pressure.
Depending on what your aim is, you might prefer to give up pressure for corner carry or vice versa.
Enders we have found out so far are listed here [2]