Idol Showdown/Fubuki Shirakami/Strategy
Strategy
Gacha and Pity System Explained
As mentioned in Fubuki's overview, her unique mechanic involves a bit of RNG. Each of her moves have a specific chance of becoming an SSR and getting enhanced.
- SSR 236X: Larger, faster projectile that has higher base damage and higher projectile durability
- SSR 214[L]: Uses 214L's animation and causes a wallbounce for easy combo followups
- SSR 214[M]: Uses 214M's animation and causes a wallbounce for easy combo followups
- SSR j.214X: Causes a wallbounce for easy combo followups
- SSR 22X: Has full invuln from frame 1, so it is a true meterless DP and launches the opponent sky high for easy combo followups
These rates are displayed in each respective special move's description box, and they should each be around 10%.
Getting lucky is not the only way to pull an SSR, though. Aside from using 22S to stock an SSR use, Fubuki's gacha mechanic actually has a "Pity" system that kicks in on the 10th use of the same special in a row. It seems simple on paper, but it has quite a few quirks that definitely need to be laid out and explained properly.
General Pity Counter Rules
Each type of special has a pity counter that is independent of the other respective specials'. So this means that doing a fireball does not count towards the pity counter of a tatsu or a DP. Grounded tatsu (214X) and air tatsu (j.214X) are counted as completely different moves, so their uses do not impact each other.
The different strengths of each special (Light and Medium) have their own pity counters, which means that there are a total of 6 different pity counters that Fubuki has under her belt. Doing the Light versions of her specials will not count towards the pity counter of the Medium versions and vice-versa.
The respective SSR versions of each Light and Medium are tied to the same IPS use limit of their normal versions. Starting a combo with a random SSR 22L will mean you can only use 22L one more time in your followup combo as the 3rd 22L will cause IPS to kick in. This is extremely important to remember because the number of uses of the SSR variant will impact how many of the same special you will be able to use later in a combo.
The count still goes up even if a special does not finish its animation, so if you were mashing 2S during a frame trap hoping to get a random SSR and got hit out of it, that will still make the counter tick upwards.
Getting a random SSR at any point does NOT reset the counter and actually counts as a normal use of the special. If you, for example, get a random SSR on the 9th use of a special, you will still get a guaranteed SSR on the next use as it will be the 10th.
Pity Counter and Star Specials
The "Star" variants of specials that cost 1 meter (also known as EX specials) are completely independent of the system as a whole. Not only do they never activate the SSR versions of specials, they also do not make the counter tick upwards. For example, if you had been counting your 22X uses and then use 22H after the 9th 22X, the following 22X use after that 22H will be an SSR since the 22H is not factored into the count at all.
Round Persistence
The pity counter will actually carry over to the next round, so if you were paying attention to your special count, you can almost treat it like a secondary super bar. You may start the next round with the ability to DP on wakeup or turn a max ranged counterpoke 5M into a huge combo if you know that your 22X or 214X pity counts from the previous round were at exactly 9 before the round ended.
Special thanks to SoSIChris for taking the time to get the SSR rates and test out all these specific outlier cases.
Tools and threat range(TLDR)
As the shoto of the game, Fubuki has a versatile toolkit that has an answer to almost every situation, but sufferers from a lack of powerful specialized tools as a result.
2L and 5L are Fubuki’s fastest normals and can be used to hit the opponent in scramble situations
5M, 2M and sometimes 5H are her “neutral check” moves, hitting the opponent if they get too close to Fubuki. most of her neutral will be played using these moves alongside her projectile
Fubuki’s main anti airs are 2H and 2S, both are fast to get out and cant be hit using air attacks. using 2S is easier because of its added height but 2H leads into a combo.
j.M is fubuki’s safest air move and is a good way to cover your jumps
j.H and j.2M can be used to cross up the opponent j.H has 2 parts to its hitbox, the first one is active on the first 4 active frames and is larger, more damaging and leads into combos when hitting a jumping opponent. the second one is active until Fubuki lands, and is much harder to cross up with
Fubuki’s 236L is a simple projectile, with the L variant traveling slower than the M variant, using both of these moves is a core part of fubuki’s neutral and can be used to force the opponent to approach. The H variant uses 1 bar of super and is very plus on block, it can be used to get in fast, after a blockstring to continue your offense and after tatsu to make yourself safe.
Fubuki’s 214X is a projectile invulv tatsu that can be used to punish the opponent for using projectiles or to get in fast. this move is pretty unsafe on block so its usually done with an assist to cover yourself if they block the move. the H version is usually only used in high damage combos.
Fubuki’s 22L is a rising anti air with head invul starting from frame 1. It can be used to hit opponents trying to get for oki using a jumping attack. Using it in neutral to build SC is a risky strategy for when you want to get a bar of SC for a SCC or need a little but more SC for an assist. The M variant is usually only used as a combo ender. The H version of this move is a DP that can be comboed from. very unsafe if it doesn't land
Finally her 236S is an invluv super, Fubuki sends a projectile that moves through the screen. it can be used to punish opponents outside her normal threat range, but the projectile is relatively slow and very unsafe so if the opponents is far away he can still recover and block the move.
Fubuki can play at nearly every range and her preferred range can change based on her opponent's character and playstyle.
Round Start
At round start, there are several actions you can take.
- 5[M] is the most optimal and common way to contest for round start domination.
- j.M for jump-in [1]/Air to air [2]. Disjointed hitbox so somewhat safe.
- j.H for jump-in [3]/Air to air [4]. Very risky.
- run up Grab very risky. Only use when you have conditioned your opponent to block round start.
- j.214[X] or j.S very risky. Only use when you know for a fact that your opponent is going to backdash/command backdash.
- 214[X] or 4[S] very risky. Only use when you know for a fact that your opponent is going to throw a projectile.
Neutral
Fubuki’s neural is relatively basic, using projectiles (236X) to force the opponent into block and to approach. punishing approaches with 5M, 2M and 5H and use her tatsu (214X) to get close and punish projectiles, or to just get in quickly as long as she has meter to cover herself if the move is blocked.
Oki and Pressure
Fubuki can use her L normals to frametrap the opponent, and combine that with her strike/throw the keep the opponent on his toes. Fubuki can also do 5M>M+H for an autotimed frametrap that hits high and leaves her plus, if the opponent starts blocking the overhead you could do 5M> delayed 2M to try and catch them blocking high and 5M>run up throw. If Fubuki has time to jump, she can use her j.2M for an ambiguous high low mix. Depending on the timing, Fubuki can either stall with multiple in the air until the move finishes, catching opponents who switch to low block expecting her to land or land earlier and use 2L and hit the opponent if he continues to block high, expecting her to stall with j.2M, or just empty hop run up throw when the opponent gets too caught up in the high low mix.
Combining that strategy with a left/right mix can be effective when trying to get the opponent to slip up.
Chip Damage
Fubuki is one of the characters that can consistently finish off opponents using chip damage, with SC meter Fubuki can cancel 214M into 214L several times, and for even more chip can do 214M>236H>214M and so on. ending with a 236H is a good way to make sure you don't end up minus on block even if the opponent managed to Instant Block everything.
Defense
When you are knocked down, you have a few defensive options:
- 22X for DP. can wake up DP. DP can be low profiled by Coco and Korone.
- Mash 2L or 5L to beat slow meaty.
- Wake up Grab. Beats opponents trying to bait out wake up DP or punish mashing 2L/5L.
- 236S wake up super. Opponent can block the super or reflect it for a punish into meaty.
- Just block.
- 214H for wake up EX Tatsu to catch people who try and make EX DP wiff by back dashing or space a well positioned meaty. Very risky since opponent can just run up grab your EX Tatsu or they simply just block.
Don't be predictable on wake up options.
Assist Synergy
Ordered based on synergy with Fubuki.