Idol Showdown/Fubuki Shirakami

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Last Updated to Version 2.0.4

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. 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
IS Fubuki Icon.png

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, multiple 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.
  • Easy Hit Confirms: Fubuki's grounded and air normals have either abnormally long hitstun values or generally lengthy untech times. Combined with the quick startup of her specials, it is very difficult to fumble combo conversions no matter how awkward the initial hits may be.
  • 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.
  • 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.
  • Meter Combination Prerequisites: Fubuki generally has to spend both types of meter at the same time in order to squeeze more damage out of longer-ranged confirms if she doesn't get lucky with SSRs. Most other characters get to choose between spending Star Meter or Superchat Meter respectively for their extensions, and some may not even need to spend anything.
  • Gacha: Optimal play requires 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, properly keeping track of and implementing Fubuki's 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!

  • IS Miko Icon.png Miko - Pressure and Patrol + Emergency Lockdown
  • Her L+H assist patrols around you in neutral and persists even when you are getting hit, so on top of it being decent for extending your own pressure, it can also be used defensively to make it harder for the opponent to reliably apply their pressure or finish combos.
  • Miko's 214S lava bucket keeps the opponent stuck in blockstun for an eternity. This assist allows Fubuki to safely continue pressure and enforce mixups after a knockdown or after making the opponent block normally punishable moves.
  • IS Watson Icon.png Amelia - Adaptable Frame Data Augmentation + Enhanced Mixup Reward [2]
  • Amelia's L+H time slow is 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 as they will experience double the frames if you get a clean activation on them.
  • Her 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. It even allows her to extend tip ranged confirms with her tatsu into full combos.
  • IS Kanata Icon.png Kanata - Neutral Disruption + Jumpscare Command Grab
  • Kanata's L+H assist can be used both in neutral to make it much more difficult to approach Fubuki and on defense to effectively force combo drops or pressure restructuring due to the pushback from the waves.
  • The very fast assist command grab that is Kanata's 214S greatly improves Fubuki's offensive capabilities and damage as a result of it allowing a juggle pickup. This assist can be used in tandem with Fubuki's great anti-airs to set up air unblockable situations or even true unblockables.

Additional notes on Assist Synergy and Assists not featured above can be found here.


Moves

Standing Normals

5L
5L
IS Fubuki 5L.png
IS Fubuki 5L hitbox.png
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
IS Fubuki 5M.png
IS Fubuki 5M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

7 3 27 -8 -4

None

Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals and a fair bit of pushback, so it is the prime normal to cancel from into projectiles to end blockstrings.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Fubuki 5H.png
IS Fubuki 5H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
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
IS Fubuki 2L.png
IS Fubuki 2L hitbox.png
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
IS Fubuki 2M.png
IS Fubuki 2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Low, Air Unblockable

8 3 19 -2 +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 -8.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Fubuki 2H.png
IS Fubuki 2H hitbox.png
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 -

(3~12) 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
IS Fubuki 3H.png
IS Fubuki 3H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

10 3 19 -10 HKD

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
IS Fubuki jL.png
IS Fubuki jL hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 6 Until Landing + 2 +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)

A great rising air to air that functions as an instant overhead when used with the SSR version of her air special. You may set up for the instant overhead by cancelling into 22S after a knockdown, or you can try testing your luck. Be careful, though, as even a successful instant overhead cancelled into regular j.214X or j.S will be -7 on hit.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Fubuki jM 1.png
IS Fubuki jM hitbox 1.png
Early Active
Early Active
IS Fubuki jM 2.png
IS Fubuki jM hitbox 2.png
Mid Active
Mid Active
IS Fubuki jM 3.png
IS Fubuki jM hitbox 3.png
Late Active
Late Active
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

10 5 Until Landing + 3 +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
IS Fubuki jH 1.png
IS Fubuki jH hitbox 1.png
Early Active
Early Active
IS Fubuki jH 2.png
IS Fubuki jH hitbox 2.png
"Sour Hit" Active Until Landing
"Sour Hit" Active Until Landing
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95→60

High

11 Until Landing Until Landing + 4 +3 (0) -

None

  • Crossup hitbox only on the first 2 active frames
  • Enters "Sour Hit" state after the first 2 active frames until landing which deals less damage
  • 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 during the first few active frames that is easy to convert into big damage. 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 2 frames. After those initial frames, the rest of the frames that are active until landing lack that crossup hitbox and will not cause a ground bounce on air hit, so keep that in mind when timing its use. 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
Kon'ter
IS 4.png + IS H.png
IS Fubuki 4H 1.png
IS Fubuki 4H hitbox.png
And..
And..
IS Fubuki 4H 2.png
Strike!
Strike!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

20 4 32 -22 +4

(8~19) Counter

Slow command normal with a guardpoint catch midway through startup when she flashes blue 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.

Once the counter activates, the opponent will be stuck in place and 4H's animation will play again from the start, this time with no counter catch frames. The opponent will still be able to cancel out of the move that may have been caught by the counter and hit Fubuki out of the counter catch animation. Loses to multi-hitting moves like her own 5H as the catch animation will not even get to play before getting stuffed.

Toggle Hitboxes
Toggle Hitboxes
j.2M
Bird Fox
Air Only IS 2.png + IS M.png
IS Fubuki j2M.png
IS Fubuki j2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
19x3

High

10 2,2,1 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
IS L.png + IS M.png or IS G.png
IS Fubuki LM.png
Best friends, okay?
Best friends, okay?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
150

-

7 2 21 - +36

None

  • Total Frames: 29

Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.

Overhead

Overhead
Overhead
IS M.png + IS H.png
IS Fubuki MH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

26 3 19 +1 +2

(6~39) Grab

  • Confirm into 5L, 5M, or dashing 2L on counterhitting a grab tech

Universal overhead with invuln against grabs after startup. Important for her more advanced meter-generation corner routes as it can be juggled into and out of during combos.

As a result of the high blockstun of Fubuki's 5M, this move can be used as a frame trap when cancelled into at close range. Since it is +1 on block, it offers decent advantage if the opponent blocks it correctly or does not mash, but if they do mash, then Fubuki will be +7 and be able to convert the hit into a combo using 5M even midscreen. If the opponent does not block correctly, Fubuki will be left at the perfect frame advantage of +2 to allow a grab to frame trap against 6f or slower normals as there is no grab protection on hitstun.

Special Attacks

236X
Orunyanke
IS 236.png + IS L.png /IS M.png /IS H.png
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

16 Until Offscreen 30 -8~ +1~

None

  • SSR - ~10%
  • Grants 2 superchats on use
  • Disappears if Fubuki is hit
  • Has a projectile durability of 1x1

Fubuki's slower projectile. 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's slower travel speed, it can become fairly plus at the right distance, as shown in the diagram below.

IS Fubuki 236L diagram small2.png

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

Mid

16 Until Offscreen 30 -8~ +1~

None

  • SSR - ~10%
  • Grants 2 superchats on use
  • Disappears if Fubuki is hit
  • Has a projectile durability of 1x1

Fubuki's faster projectile. 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's fast travel speed, its frame data does not change as much from a distance, as shown in the diagram below. In exchange, it can be used to frame trap the opponent even when cancelled into at the tip of normals.

IS Fubuki 236M diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR 100

Mid

16 Until Offscreen 30 -8~ +1~

None

  • Grants 2 superchats on use
  • Disappears if Fubuki is hit
  • Has a projectile durability of 2x1

Enhanced larger and faster projectile via luck or 22S that has higher base damage and higher projectile durability despite hitting once. Effectively identical to the regular M version of her projectile. As a result of its higher projectile durability, it will bust through regular projectiles and completely cancel out stronger projectiles that have a projectile durability of 2 (such as her or Korone's 236H).

IS Fubuki 236X SSR diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 58x2

Mid

13 Until Offscreen 27 +15~ -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Does not disappear if Fubuki is hit
  • Has a projectile durability of 1x2

"Kon-cob" Faster startup projectile with 2 hits that, unlike Korone's, leads to a soft knockdown. 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.

IS Fubuki 236H diagram small2.png

214X
Blizzard Swirl
IS 214.png + IS L.png /IS M.png /IS H.png
IS Fubuki 214X.png
IS Fubuki 214L hitbox.png
L
L
IS Fubuki 214X.png
IS Fubuki 214M hitbox.png
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 - ~10%
  • Grants 3 superchats on use
  • Projectile invuln during active frames
  • Second hit of the tatsu lands at earliest on frame 18 and is -10 on block

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.

The 2nd hit of the tatsu has a sizeable amount of additional pushback on block which can make punishing this move on block slightly harder for the opponent, especially considering it is only -10. If they expect to be blocking the first hit that is -19 with little pushback and end up blocking the 2nd hit, they may not be ready to press the proper button or dash in order to score a punish. Use with caution, but know that you may be able to get away for free without needing to SCC to be safe depending on relative distance and the matchup (if the opponent has a fast, long-reaching normal/special).

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

Mid

10 2(6)2(6)2 20 -26 -

(10~27) Projectile

  • SSR - ~10%
  • Grants 3 superchats on use
  • 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) 55

Mid

7 2(9)2 18 -19 -

(7~20) Projectile

  • Grants 3 superchats on use
  • Projectile invuln during active frames
  • Second hit of the tatsu lands at earliest on frame 18 and is -10 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 214L.

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

  • Grants 3 superchats on use
  • 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
H 25x2, 28, 30, 40

Mid

10 2(6)2(6)2(6)2(6)2 47 -61 -

(10~43) Projectile

  • Costs 1 Star Meter and grants 5 superchats on use
  • 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
Air Only IS S.png
IS Fubuki j214X.png
IS Fubuki j214X hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L/M/H 20, 35

Mid

7 2(9)2 Until Landing + 8 -9 -

(7~20) Projectile

  • SSR - ~10%
  • Grants 1 superchat on use
  • Projectile invuln during active frames
  • -21 on hit if only the first part of the tatsu lands
  • Frame advantage on block is based on lowest possible startup height (8S)

Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all considered the same special and as a result they cannot be SCC'd into each other. Actually hits twice, great for ending air combos with a bit of extra corner carry.

As a result of how quickly it moves forward during its animation and how far the second hit reaches, it can be used at much further ranges than her grounded tatsu to hit the opponent and score a knockdown. It has almost zero pushback on block, so make sure you are on-point with timing a perfect 8S or else you will eat a heavy punish.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR 20, 35

Mid

7 2(9)2 Until Landing + 8 -9 -

(7~20) Projectile

  • Grants 1 superchat on use
  • Projectile invuln during active frames
  • +9 on hit if only the first part of the tatsu lands
  • 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. Must be used to confirm her instant overhead into a combo and make it safe on hit.

Toggle Hitboxes
Toggle Hitboxes
22X
Yukkuri Flip
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
IS Fubuki 22X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 65

Mid, Air Unblockable

5 12 20 + 9L -29 -

(1~16) Head

  • SSR - ~10%
  • Grants 5 superchats on use
  • Can be low-profiled

Quick and somewhat vertical anti-air. Is not fully invulnerable, but has very long head invulnerability that starts on frame 1 and a lot of active frames. 2S uses this version.

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

Mid, Air Unblockable

7 12 20 + 11L -31 -

(1~18) Head

  • SSR - ~10%
  • Grants 5 superchats on use
  • Can be low-profiled

Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable, but has very long head invulnerability that starts on frame 1 and a lot of active frames.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (L) 60, 0, 60

Mid, Air Unblockable

6 12 28 (Air) -25 -

(1~3) Full

  • Grants 5 superchats on use
  • Cannot be low-profiled
  • 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. Also, unlike the normal and even the EX variation, has a very large horizontal hitbox on startup that cannot be low-profiled. Same angle as 22L.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (M) 60, 0, 60

Mid, Air Unblockable

6 12 28 (Air) -25 -

(1~3) Full

  • Grants 5 superchats on use
  • Cannot be low-profiled
  • 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). 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 50, 0, 35x2

Mid, Air Unblockable

5 12 28 -24 -

(1~7) Full

  • Costs 1 Star Meter and grants 5 superchats on use
  • Can be low-profiled
  • Total damage value is based on its use as a starter

"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 frames unlike the head invuln of 22L and 22M which lasts all the way through active frames. Causes severe scaling (50%) if used as a starter, but makes combos deal quite a bit of damage when used mid-combo. Same angle as 22L.

22S
Burger Fox
IS 2.png IS 2.png + IS S.png
IS Fubuki 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 26 - -

None

  • Costs 1 Star Meter and grants 10 superchats on use
  • 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
IS 236.png + IS S.png
IS Fubuki 236S 1.png
IS Fubuki 236S Projectile Hitbox.png
IS Fubuki 236S 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
280(20, 26x8, 52)

Mid

4 Until Offscreen 88 -48 +4

(1~6) Full

  • Minimum Damage: 118
  • Costs 2 Star Meter and grants 3 superchats on use
  • Total damage value is based on its use as a starter
  • Has a projectile durability of 6x1

Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance. The projectile will bust through most other strong or multi-hit projectiles easily.

Toggle Hitboxes
Toggle Hitboxes

Colors

Original Outfit
Cosplay 1 Ookami Mio (Hololive)
Cosplay 2 Shiranui Flare (Hololive)
Cosplay 3 Tsunomaki Watame (Hololive)
Cosplay 4 First design
Cosplay 5 Aragami Oga (Holostars)
Cosplay 6 Ky Kiske (Guilty Gear)

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