Story
One of Brain Drain's less-socially-acceptable hobbies is cloning, and often he forces the souls of dead warriors to inhabit these clones. Fukua is the result of a fortunate - or unfortunate - Lab Zero accident: a union of two souls. One, a once-proud warrior known for her brute strength in close combat; the other a silent assassin who specialized in ranged weapons for her kills.
Together as one, Fukua possesses the best of both specialties... but relationships formed under intense circumstances often don't last.
Overview
Fukua plays a space control game with air normals and fireballs, and once she gets a hit her clones enable very unique and powerful setplay.
- Mixups: Fukua is the only character with a 2LK that chains into itself, allowing her to hit confirm and stagger lows easily. Combined with her fast command grab Tender Embrace (236LPLK) and her fast pseudo-divekick normal jHK, Fukua's base closeup pressure game is already solid. But Fukua shines with her Forever a Clone move (214K), which makes clones of Fukua who move forward and attack on the release of the button. The LK version hits low, the MK version is a hit grab which can be canceled into another clone, and the HK version hits overhead. Holding the shadows to release during or after Fukua's other moves will allow you to setup sneaky high/low/left/right mixups from multiple situations that are generally safe. Creatively working the clones into your combos and setups is key to playing Fukua at a high level.
- Midrange strength: While she may not be very mobile, she controls space very well. Her fireball specials can be done in the ground and air, and each strength controls a very different trajectory that can be hard to challenge. She also have some choice air buttons, such as j.LP which is a fantastic air to air and chains into j.HK, allowing for a full follow up combo. To top it off, she possesses a double jump, allowing to get above her opponent and challenge them vertically.
Playstyle
Fukua is a jack of all trades, having both projectiles and command grabs, along with oppressive mix-ups using her shadow clones. |
Pros |
Cons |
- Well-Rounded: Fukua has a variety of tools to fit any situation, and can switch gears at a moment's notice. She has everything she needs to play defensively with fireballs, but she also has a solid rushdown game (despite her relatively slow mobility) using clones and command grabs.
- Shadow Clones: Fukua is able to hold her shadow clone specials and release them at will, which means they can act like pseudo-assists. A held shadow allows her to make her more committal moves safe, set up absurd mix-ups, and even allow for high-damage confirms.
- Mix-ups: Fukua has some of the most terrifying solo mix-ups in the game. She can easily use held shadows to enforce both left/right and high/low mix-ups, making every reset a veritable blender that can easily loop back into itself.
- Zoning: Fukua's fireballs are not only fast, but also cover a great variety of angles that make them hard to contest in neutral. Though matchup-dependent, her fireballs can range anywhere from annoying to utterly oppressive.
- Synergy: Fukua works well with pretty much every character, and she doesn't ask for much from a team either. M Shadow assist allows other characters to set up Fukua's blender themselves, her Dart specials make for pretty good projectile assists, and H Drill is a good lockdown assist. She also has a nice variety of DHCs, with good utility to boot.
|
- Stubby Normals: Fukua has fairly small range on her attacks, just like Filia. Although Fukua does have more options to convert her longer-ranged pokes (like held shadows), it's still a problem she has to face.
- Health Drain: Held clones will drain Fukua's health bar exponentially the longer she holds them, which means many of her higher-damage combos or confirms will often cost her quite a bit of health.
- Damage: Fukua's damage output is relatively low overall, and her higher damage combos often come at the cost of resources or health. Some max-damage routes require shadows to be held beforehand, and shadow holding mid-combo can be difficult to execute.
- Reversals: H Drill is slow, only strike invincible, and needs a DHC to convert from midscreen. BFF has full invincibility, but is extremely slow. Level 3 is strong, but expensive.
|
Video Overview
Stats
Chains
Standing
|
4 Buttons: → → or → or
|
Crouching
|
4 Buttons: → → or → or
|
Air
|
6 Buttons: → → → → →
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Light
|
Run
|
Yes
|
No
|
N/A
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
39
|
41
|
89
|
28
|
32
|
Assists
H Platonic Drillationship (default assist)
M Forever A Clone (default assist)
Inevitable Snuggle (214LP+LK)
H Platonic Drillationship (default assist)
Forward traveling lockdown assist. Does NOT have strike invulnerability frames like the point version does, although gains them back if used as an alpha counter. Strong lock down assist, with good chip and good damage in combos. Flexible and probably her best assist in most teams.
M Forever A Clone (default assist)
No longer the monster it used to be, M clone, or M shadow, still holds some good usages. For resource building characters it provides a lot of time to build them. It's also a projectile hitgrab, making it decent in zoning patterns as well as catching a lot of options in neutral. It also can allow the point character to be creative with mixups off of it. Be wary that as it is a hitgrab, it cannot hit the opponents assists, making it weak to counter-calls.
Love Dart (236P)
Projectile assist Fukua's fireballs can be useful assists if you find a need for it and your team can't make H drill or a shadow assist work. L dart is a mini L George, but can be called multiple times allowing for 2 fireballs rolling across the ground at once. H fireball also gets some usage in peacock zoning patterns due to its high arch filling dead zones, as well as its range paired with Fukua's short cool down giving peacock full-screen block strings.
Inevitable Snuggle (214LP+LK)
Armored command grab that has some niche usage and gimmicks, emphasis on "niche" and "gimmicks".
Move List
Standing Normals
Standing Jab Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
200
|
2.5%
|
±0
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
3
|
14
|
16
|
19
|
7
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
200
|
2.5%
|
-2
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
5
|
3
|
16
|
16
|
19
|
7
|
N/A
|
|
|
- Fukua's LP and LK normals all chain into themselves, and she can also chain 5LP > 5LP, 5LP > 2LP, 5LP > 5LK, or 5LP > 2LK. She cannot chain two LK attacks after chaining from a LP attack.
|
|
Thinning Shears Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
500
|
7.5%
|
+3
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
3
|
19
|
24
|
17
|
9
|
N/A
|
|
|
- Combo filler, otherwise an okay ground poke
- Useful in some burst baits
- Combos into L clone which is key to some undizzy efficient routes
|
|
Chompadour Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
850
|
10.0%
|
+1
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
3
|
28
|
31
|
19
|
11
|
N/A
|
|
|
- Great anti-air, easy confirm into j.HK at almost all heights
- Careful when using this attack in a chain combo because of it's limited horizontal range.
|
|
Knee High Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
x1, x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
300
|
2.5%
|
-1
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8 → 7
|
3
|
19
|
20
|
23
|
7
|
N/A
|
|
|
- Even though Fukua can mix and match between her self chaining normals, she still can't break the normal chain combo rules and chain from a LK to an LP. She can only chain 5LK > 5LK or 5LK to 2LK.
|
|
Fukua sets mode +k Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
500
|
7.5%
|
±0
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
3
|
20
|
22
|
18
|
9
|
N/A
|
|
|
- Forward moving kick
- Useful for stabilizing combos and keeping people in range of launcher
- Extra corner carry
- Useful OTG button but be careful of it whiffing if too far away
|
|
Shamone Boot Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
1000
|
10.0%
|
Wall Bounce
|
-19
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
19
|
9
|
26
|
26
|
19
|
14 (10 on block)
|
N/A
|
|
|
- Can low crush (high profile low attacks)
- Can kara cancel early or late for interesting movement and momentum, used in some burst baits
|
|
Crouching Normals
Crouching Jab Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
x1, x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
200
|
2.5%
|
+4
|
+6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
3
|
8
|
14
|
16
|
7
|
N/A
|
|
|
- Like with Fukua's 2LP, she can chain 2LP > 2LP, 2LP > 5LP, 2LP > 5LK, or 5LP > 2LK.
|
|
Ariel Rave Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
500
|
7.5%
|
+2
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
3
|
19
|
23
|
19
|
9
|
N/A
|
|
|
- Mini launcher, launch on hit allows 2HP to ground bounce which is important for combos.
- Head invulnerability makes this one of Fukua's best anti-air options.
|
|
Queue Sting Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
800
|
10.0%
|
-3, Ground Bounce (vs air)
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
3
|
25
|
24
|
19
|
9
|
N/A
|
|
|
- Great poking tool, combos into M fireball at most ranges and is easily confirm-able into BFF.
- Ground bounce is important in combos
- Good anti-air vs IADs that are a bit in front of Fukua
|
|
Ankle Sock Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
x1, x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Chains Into Self
|
200
|
2.5%
|
+3
|
+6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
10
|
15
|
18
|
7
|
N/A
|
|
|
- Fukua can chain her 2LK into itself, which no other character can do, and is amazing for confirming and staggering lows.
- She can still chain 2LK > 5LK if she really wants to.
|
|
French Twist Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
300 x2, 350
|
1.2857% x3
|
-5
|
-7
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
2, (2), 2, (2), 2
|
24
|
20 x3
|
18 x3
|
4 x2, 9
|
N/A
|
|
|
- Multi-hitting low that is great to stay in against early pushblocks, catching up-back and backdashes
|
|
Tread of Hair Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Sweep
|
1100
|
10.0%
|
Soft KD (Invuln.)
|
-27
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
26
|
19
|
14
|
17
|
11
|
N/A
|
|
|
- Sweep that moves froward and can low profile projectiles like Robo beams
- Used in optimal combos
|
|
Jumping Normals
Jumping Jab Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
200
|
2.5%
|
+7
|
+10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
4
|
7
|
17
|
20
|
7
|
N/A
|
|
|
- Fantastic air to air button with speed, big hitbox, and easy confirms into j.HK. Very important normal
|
|
Buzz Cut Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
150 x5, 250
|
1.0588% x6
|
+7
|
+8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
2, 2, 2, 2, 2, 2
|
9
|
16 x5, 17
|
18 x6
|
4 x5, 9
|
N/A
|
|
|
- Multi-hit, useful against armor
- Combo filler later in combos
|
|
Heartseeker Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High, (mid when chained from j.HK)
|
-
|
700 or 400
|
10.0% or 6%
|
-3
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
8
|
15
|
25
|
20
|
11
|
N/A
|
|
|
- Decent air to air button, optimal burst punish combo starter.
- Useful in pressure after a blocked j.HK, and staying in against pushblock, just be wary as no button afterwards will be a true blockstring.
- Can be chained into from j.HK, but does less damage and hits mid.
- Meter gain decreases from 10% to 6% when chaining from j.HK.
|
|
Thigh High Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
200
|
2.5%
|
+6
|
+9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
4
|
8
|
17
|
20
|
7
|
N/A
|
|
|
|
|
Bounce, No Volume Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
450
|
7.5%
|
+3
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
6
|
11
|
19
|
20
|
8
|
N/A
|
|
|
- Good jump in button, easy to cross up with.
- Used in some resets and side switch combos.
|
|
Butterfly Kiss Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Backwards (to j.HP)
|
500
|
4.50%
|
+18
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
2
|
26
|
32
|
21
|
10 (8 on block)
|
N/A
|
|
|
- Fantastic button, key to her combos, confirms, pressure and resets.
- On hit or block, Fukua drags herself down to the ground, allowing for very easy restands on hit.
- Can be chained backwards into j.HP.
- Instant j.HK is her prime reversal against throw attempts, and a good option in scramble situations. Either situation often leads to HCH combos.
|
|
Universal Mechanics
Shamone Cuddle Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Throw
|
50% Damage Scaling
|
0, 212 x4
|
0, 5.0% x4
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
1
|
28
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Must BFF or have Clones setup previously to convert off of midscreen
- Corner conversions use OTG
|
|
Widow's Peak Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (in air)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
50% Damage Scaling
|
300, 1000
|
10.0% x2
|
Sliding KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
18
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Airthrow leading to sliding knockdown allows for Fukua to setup consistent oki situations with held Clones and meaty L Air fireball. Kara 5MK into H clone, threaten 2LK or 2MK on wakeup is a simple and effective method
- Can confirm off it with proper assists, and solo if you have a Clone set out previously.
- Example setups: 2LK 2MP 2HP hold any clone, dash up 2LK 2MP, delay jump air throw, release clone
|
|
Bounce, No Volume Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag
|
500
|
7.5%
|
KD
|
-39
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
43
|
6
|
58
|
12
|
13
|
35 (11 on block)
|
N/A
|
|
|
- Two Fukua clones appear from the top of the screen and converge as they land. This move doesn't have a hitbox until it reaches the ground.
- Can combo off of it by spending OTG, or if it hits near the top of the hitbox without spending OTG.
- Not a good reversal
|
|
Lash Out Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12 + 3
|
3
|
23
|
10
|
13
|
13
|
9
|
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Specials
Toggle Hitboxes Toggle Hitboxes
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Love Dart (Fireball)
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+ (Air OK)
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Ground
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Projectile
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600 (200)
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See Desc.
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+6
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-7
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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12
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--
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35
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31 or 12 (close, far)
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18
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9
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N/A
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Air
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Projectile
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600 (200)
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See Desc.
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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11
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(Until ground), 33 (Air)
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24
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24 or 12 (close, far)
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18 or 12
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9
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N/A
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- Fukua throws out a projectile. The LP version bounces on the ground until it leaves the screen, MP version travels straight, and HP version travels in an arc above Fukua. Only 1 projectile can be out at a time.
- Very key to Fukua's zoning and neutral.
- Fukua's does not gain meter from Love dart until the projectile returns to her and the meter gain is based on the distance between her and the projectile (the further she is the more meter she gets).
- Format below is move, % gained on hit, % gained on whiff.
- L Dart, 2.34% to 9%, 0.66% to 1.5%
- M Dart, 2.7% to 9%, 0.72% to 1.5%
- H Dart, 2.52% to 9%, 0.72% to 1.5%
- L Dart (Air), 0.18% to 7.2%, 0.39% to 1.23%
- M Dart (Air), 0.9% to 9%, 0.69% to 1.44%
- H Dart (Air), 1.26% to 9%, 0.63% to 1.5%
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"Hm." Toggle Hitboxes Toggle Hitboxes
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Forever a Clone (Shadows)
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Low
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Projectile, 70% Damage Scaling, Sweep (vs assists)
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600 (100)
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(2.5%) 4.15%
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Soft KD
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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21, X, 2
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17
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21
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18
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12
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9 (8 on block)
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Projectile, Hit Grab, 75% Damage Scaling
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0, 750 (100)
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(2.5%) 0%, 2.5%
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Ground Bounce
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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25, X, 8
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2
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19
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N/A
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15
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N/A (6 on block)
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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High
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Projectile, 70% Damage Scaling
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600
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(2.5%) 4.15%
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Ground Bounce
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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25, X, 8
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3
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19
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18
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14
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14 (8 on block)
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N/A
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- Fukua sends out a clone to attack the opponent. This move is core to Fukua's identity as a character, having some usages in neutral but really unlocking her reset and combo potential and flexibility. Clones can be delayed by up to 500f by holding the kick button, but doing so slowly drains her health (5.5% of her total health if held for the entire 500f) and she can not die while doing this.
- Fukua can regain this lost health by taunting, hitting with Inevitable Snuggle, and Twice Shy, recovering 20%/33%/55% respectively. The health recovery is also scaled by the current damage scaling in the combo. Healing in this way will reset the reserve of health back to zero, and can potentially heal her above her red life, but never more than 55% of self inflicted damage. Healing red health by the normal methods removes 2 points of reserve health for every 1 point of other healing.
- Clones can be removed by strike attacks but not projectiles, similar to Parasoul's Egret Charge.
- When used as an assist, the clone cannot be removed by strike attacks.
- Only 1 clone can be out at a time.
- Hits low.
- Breaks armor against assists only.
- Grabs the opponent with a hitgrab and slams them to the floor.
- The shadow will wait until it's close to the opponent to attack, fading away without attacking if the opponent is too far.
- On hit, is cancel-able into L or H shadow if not previously used in the combo.
- Hits high.
- The shadow will wait until it's close to the opponent to attack, fading away without attacking if the opponent is too far.
- Ground bounces on ground hit allowing easy confirms
- It is important to note that the second and third shadow in a combo, if used to reset and start another combo, will scale the combo greatly.
- X indicates any additional startup from holding the button.
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Toggle Hitboxes Toggle Hitboxes
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Platonic Drillationship (Drill)
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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350x3 (100 x3)
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(2.5%) 2.5714% x3
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+5
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-3
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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10
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12
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24
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20x2, 30
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22x3
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1x2, 8
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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300x3, 500 (100 x4)
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(2.5%) 2.5714% x4
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+4
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-6
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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14
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17
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25
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21x3, 30
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22x3, 20
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1x3, 10
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Strike)
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300x4, 600 (100 x5)
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(2.5%) 2.5714% x5
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±0
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-15
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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18
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22
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32
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22x4, 33
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22x4, 18
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1x4, 10
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N/A
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- Fukua lunges towards the opponent with a drill attack. The HK version loses invulnerability when used as an assist.
- H drill is a decent reversal, and used in her more optimal combos.
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"Gotcha!" Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Command Grab
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55% Damage Scaling
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0, 300, 300, 1100
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(0%) 0%, 7% x3
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KD
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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8
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2
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34
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N/A
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N/A
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N/A
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N/A
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- Confirm off it with BFF, or OTG in corner
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"Let's go!" Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Command Grab
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Armor (7 hits), 55% Damage Scaling
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0, 300, 300, 1100
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(0%) 0%, 7% x3
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KD
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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30
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2
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43
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N/A
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N/A
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N/A
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N/A
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- Inevitable Snuggle recovers 33% of hp spent on shadows.
- Almost the same as Tender Embrace, except this move has longer startup, has armor, and leaves the opponent closer to Fukua, allowing for easier follow-up.
- Confirm using OTG, or BFF to save OTG for 1 bar
- If your armor is hit, you can cancel into level 3 or level 5 before the grab's active frames
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Supers
"Surprise" Toggle Hitboxes Toggle Hitboxes
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Blown Kiss Level 1
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+ + (Air OK)
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Ground
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Projectile, Invuln. (Full) (1 frame before flash)
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900, 600x3 (205 x4)
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-100%
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KD
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±0
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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5 + 6
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--
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50
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26 x4
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29 x4
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16 x4 (2 x4 on block)
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5
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Air
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Projectile, Invuln. (Full) (1 frame before flash)
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900, 600x3 (205 x4)
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-100%
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KD
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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8 + 4
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(Until ground) or --
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43
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26 x4
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29 x4
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16 x4 (2 x4 on block)
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4
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- Fireball super good for chip damage and DHCs, depending on your team composition.
- Blown Kiss, DHC before it hits opponent to unscale, is more damage than Drill of my Dreams depending on the character coming in.
- Not a safe DHC if they pushblock properly in most situations.
- Can convert off it in the corner using OTG, Hdrill > Fireball Super is a good tool to call out people atacking out of the corner, and easily converts into a double snap on hit
- Trajectory of Blown Kiss (Air) is affected by buttons held: LP+MP is similar to L Dart but at a slightly outward angle. MP+HP being similar to M Dart. And LP+HP is straight forward.
- Does 540 damage at max scaling, 1,599 when DHC'd into at max scaling below 240 undizzy, and 878 when DHC'd into above 240 undizzy.
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"Get ready!" Toggle Hitboxes Toggle Hitboxes
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The Drill of My Dreams Level 1
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+ + (Air OK)
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Ground
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full) (1 frame before flash)
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350x14, 400 (75 x15)
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-100%
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KD
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-37
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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5 + 3
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25
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37
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18 x15
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21x15
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3x14, 20 (1 x14, 20 On block)
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5
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Air
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full) (1 frame before flash)
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275xN, 400 (75 xN)
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-100%
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Ground Bounce
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-17
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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5 + 3
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(Until ground), 1
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30
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25xn, 18
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21xn
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3xn, 20 (1 x14, 12 On block)
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5
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- Not a reversal
- Optimal solo combo ender
- Air version does more hits the more she travels
- Can convert off air super in the corner using OTG, good for meter dump combos.
- Does 1,060 damage at max scaling, 1,800 when DHC'd into at max scaling below 240 undizzy, and 1,232 when DHC'd into above 240 undizzy.
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"We're gonna get you~" Toggle Hitboxes Toggle Hitboxes
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Best Friends Forever! (BFF) Level 1
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full), 50% Damage Scaling
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200, 2300 (100)
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-100%
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Crumple or Soft KD
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-24
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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29 or 34* + 6
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15
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35
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35, 15
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24
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58, 20 (1 on Block)
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8
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- Her only 1 bar reversal, but it's extremely slow and hits low to the ground
- Really good in DHC wars due to the length of the invuln
- Important for confirms, spending multiple bars in one combo, and getting a hard knockdown if you already spent OTG.
- Less start up when DHC'd into, skips preflash animation
- *When this move invuls through a throw, it gains extra startup.
- Does 672 damage at max scaling, 1,548 when DHC'd into at max scaling below 240 undizzy, and 851 when DHC'd into above 240 undizzy
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"Hey...!" Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full), 45% Minimum Scaling, Hit Grab
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2300, 600, 2000 (300)
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-300%
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Wall Splat
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-38
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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4 + 2
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1
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61
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N/A
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23
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N/A (8 on block)
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3
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- Her level 3 is a strong reversal option with a very large hitbox.
- Restores 55% of health drained from clones.
- Hitgrab makes it a good call out vs armor.
- Great anti-air.
- Can confirm off it at any positioning on the screen.
- Does 2,205 damage at max scaling, 3,430 when DHC'd into at max scaling below 240 undizzy, and 2,205 when DHC'd into above 240 undizzy
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"Let's go!" Toggle Hitboxes Toggle Hitboxes
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Head Over Heels Level 5
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+ +
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- The explosion will hit assists and (can) allow a happy birthday followup Video.
- Her level 5 is a command grab that decreases scaling on the combo following, meaning the first hit after it in the combo will do double damage.
- Niche and situational, but fun level 5.
- if used in a combo, via a staggering assist or stagger>DHC into it, fukua's lvl 5 will restore your OTG use.
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Taunt
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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N/A
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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87
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N/A
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N/A
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N/A
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N/A
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- Heals 20% of life drained from shadows, and gives her opponent 4% meter.
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"I'm done."
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Assist Taunt
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Automatically done after an assist move
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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33
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N/A
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N/A
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N/A
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N/A
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- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
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Colors
Intro Poses
Fukua has 4 different intro poses that can be selected by holding a button or combination of buttons during the loading screen before a match.
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Intro pose 1: Hold OR  Fukua fuses with her shadow. Eep!
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Intro pose 2: Hold OR  Fukua poses and throws sparks. Hmpf.
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Intro pose 3: Hold OR  Fukua is late for work. ...
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Intro pose 4: Hold either two punches or two kicks. eg. + OR +  Fukua slides onto the screen with a special effect. Wooosh.
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Win Poses
Fukua has 2 win poses, and the winning player can select a win pose by holding a button at the end of the match.
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Winpose 1: Hold  I guess we've won.
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Winpose 2: Hold
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Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
General
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Characters
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Mechanics
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Other
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