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, 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.
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.
Instant Overheads: Fubuki's rising j.L is currently the only instant overhead in the game that does not require assist, meter, or a setup in order to convert into damage.
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.
Gacha: Optimal play will require 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, taking into account her 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!
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 apply pressure or 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.
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, 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.
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.
Instant Overheads: Fubuki's rising j.L is currently the only instant overhead in the game that does not require assist, meter, or a setup in order to convert into damage.
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.
Gacha: Optimal play will require 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, taking into account her 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!
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 apply pressure or 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.
Stats
HP: Backdash: Movement Speed:
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
Backdash cancellable on hit and block.
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.
Take advantage of the backdash cancel during pressure to bait throw techs after establishing a tick throw rhythm. Backdash cancel only available when the move is used alone, cancelling into it out of 5L locks the move out of this cancel option.
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
+1 (-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)
Instant overhead. Confirm with j.S or j.214X. Also a great air to air when rising as well.
Toggle Hitboxes
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
6
Until Landing + 4
+4 (+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)
Large and disjointed, this is Fubuki's furthest reaching air normal and her only true sword 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
Active Until Landing
Active Until Landing
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
High
12
Until Landing
Until Landing + 5
+3 (0)
-
None
Crossup hitbox only on the first 4 active frames
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 that is easy to convert into big damage, no matter how awkward the hit. 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.
As already mentioned, j.H only has a crossup hitbox for the first 4 frames. After those initial frames, the rest of the frames that are active until landing lack that crossup hitbox, so keep that in mind when timing its use. This is mostly a big reminder that if you want it to cross up, you have to hit this button much later into a jump.
Toggle Hitboxes
Toggle Hitboxes
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
(8~19) Guard Point
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 can be used in 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
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 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
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, 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. 5S uses this version.
As a result of the projectile spawning further forward and travelling slower, it will not reach meaningful plus frames until further distances compared to 236M, but those plus frames will be potentially much greater based on 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
-7~
+6~
None
SSR - 11.5%
Better scaling than 236L
Fast projectile that spawns somewhat behind Fubuki. 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. 6S uses this version.
As a result of the projectile spawning behind Fubuki and travelling faster, it will reach meaningful plus frames from shorter distances compared to 236L, but those plus frames will be potentially lower based on distance, as shown in the diagram below.
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 if you want to further your offense, as it almost guarantees that your pressure will be extended regardless of distance. 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 214X or 4S
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
-19
-
(7~20) Projectile
SSR - 7.8%
Projectile invuln during active frames
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. Second active hitbox is shorter than the first but reaches further horizontally. 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. Second and third active hurtboxes tuck in and are smaller than the first but active hitboxes are identical. 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
3(5)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
3(5)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 + 9
-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. 2nd active hitbox is actually both taller and wider than the first. Actually hits twice, great for ending air combos.
Relatively safe on block (unless the 2nd hit is instant blocked) 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 + 9
-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
-
(1~3) Full
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. 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
-
(1~3) Full
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) except it has better scaling. 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
120(50,0,35x2)
Mid, Air Unblockable
6
12
28
-24
-
(1~7) Full
"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 unlike the head invuln of 22L and 22M which lasts all the way through active frames. 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.