Glove on Fight 2: Gleam of Force/Futaba Date/Strategy

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GOF2 Cat.png Disclaimer - We just don't know.
Glove on Fight 2: Gleam of Force still has an unexplored meta, so information is wildly subjective and may be inaccurate.
Please feel free to make edits and include edit summaries when applicable.

Basic Strategy

Futaba's general gameplan revolves around using her movement options at a close range to maneuver around offense, then looping various command grabs to overwhelm the opponent. Because of her mobile normal moves, Futaba Date excels at close and low distance.

Futaba's general goal is to advance quickly and apply constant pressure using her high profiling normals such as 8B, as well as her delayed jump / command grab series 22x. The general thought is that once your opponent starts respecting your pressure, start using Futaba's grabs and INFIGHT to break their guard and create vague 50/50s. When the strike/throw mindgame is established, Futaba forces the opponent to start taking risks if they want to escape.

Neutral

Futaba's comfy at a close range, so your goal should be to get the first hit and put the opponent near the corner. Don't give your opponent too much room to breathe. Using 6A, 9A, and 9B all have great forward range and momentum. 8B can stuff aerial approaches from characters such as Madoi, as well as be a general threatening hitbox. 6B catches INFIGHT and has a decent amount of priority, which allows it to catch approaching moves such as Kanae 6B. 3A also makes for a better poke than 5A.

Aside from those moves, using her long dash effectively allows her to use any almost normal to approach, but her quick dash can't be cancelled with normals making a bad idea to use in neutral. Quickly inputting 66 results in the cartwheel dash, which has a lot of startup and recovery time with not much reward.

Offense

Pressure

Futaba's goal in pressure is to keep the opponent guessing. Unlike many other characters, Futaba's pressure and mixup game still excels at midscreen, though this doesn't mean that getting corner pressure is bad.

Pressure Tools

  • 2A / 5A: Great rebeat buttons.
  • 6A: A good approaching option in general but also allows you to close distance to further apply pressure.
  • 8B : High-profiles all lows, but generally risky because of high startup.
  • 4B / 4[B] : Long charge allows for easy parry punishes. Partial charges can create frame traps.
  • 9B : Also high-profiles, but on block allows Futaba to follow up with j.A to reset pressure.
  • 3B : The move that will beat block for free. The extreme advantage reward allows Futaba to setup the strike/throw game, or followup with a combo to end a round. Following with j.22A gives even more advantage and allows for aerial combos.
    • 22A > j.22A hit : Gives extreme advantage from aerial throw. Use this if your opponent is holding block or if they whiff parry, otherwise they can catch you on startup. j.22A in general can catch opponents trying to escape by dashing.
    • 22A > dl j.22A whiff : Use this on opponents trying to be extremely patient with block. Following up with 3B allows a reset, or using any normal Backstabs. Can also catch opponents trying to backdash at midscreen, or if they try and time a normal after they turn around.

Facing Away from Corner

    • 8B > sdl j.A > 44A : 44A hits Backstab if you are facing your opponent, even though it really shouldn't. Can be followed up on hit with 6B or 6A.

Defense

Matchups

Futaba dies to Ruki Uesugi, those hands are too long and she can't approach with those actual projectiles :(((


General
Controls
FAQ
Netplay
System
HUD
Links
Characters
Kanae Kinoshita
Futaba Date
Papeko Imagawa
Ammy Akechi
Minami Maeda
Makoto Sanada
Ashita Tokugawa
Yukie Chosokaba
Madoi Takeda
Ruki Uesugi
Negai Kinoshita
Katsuko Hosokawa