Skullgirls/Fukua/Team Building

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Assist Strategies

Fukua benefits heavily from assists that exert pressure at spacings past her individual short physical range. Ultimately though, she's a very self sufficient character and doesn't need any assists to maximize her potential, being able to use pretty much any assist to help her. examples of good assists for her are mostly just the staple good assists:

  • h.brass
  • h.beam
  • L and M beat extend
  • Shot assists
  • any DP assists
  • any high or low hitting assists

DHCs

DHCing out of fukua for damage can be awkward depending on the character following her. Ground Drill super leaves the opponent high in the air, limiting good DHC follow ups. In addition, DHCs like doubles Monster will whiff in the corner after Drill super unless you still have OTG. Examples of supers that do work well for damage after Drill super are Filia's Fenrir and Bands SSJ. Depending on your team, it might be more damage to do fireball super and DHC before any hits happen, or if you have a DHC on deck that lets you combo afterwards such as catheads, do Air drill super at 235 Undizzy and then DHC for the restand setup.

For DHCing out of fukua's supers for safety on block, Fireball super being -8 consistently after pushblock can make some safe DHC setups potentially unsafe, making Hdrill fireball>DHC potentially riskier than normal.


DHCing into fukua is where her DHCs really shine. While she no longer has the safe-ish DHC into fireball, as with pushblock it is consistently -8 and punishable, she instead has other benefits. BFF in particular really has merit: It allows for convertions off and pickups off of and reversal, good damage on the dhc pre 235 undizzy+ 1 string afterwards, and is very, very strong in DHC wars, beating most options the opponent might have. DHCing into fukua lvl 3 is decent, while it is one of the lower damage lvl 3s it is still high damage for spending 2 additional meter, and allows for consistent follow ups afterwards.

Tagging

Assist Combos

Napalm Pillar

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP Pillar 214[MK]
OTG 2HK ]MK[ 214[LK]
5MK 2HP 236HK ]LK[
5LKx2 2MK 5HP
jMP jHK
5LP 5LK 2MK 2HP 236HK 236KK

8024

1

Midscreen

Universal

Delay 5LKx2 or 2MK will whiff, if timing is too hard you can use 5MK instead for slightly less damage.

(video)

H Brass

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP H Brass 214MK
214[LK] 2HP 2HK 236HK ]LK[
5LKx2 2MK 5HP
jMP jHK
5LP 5LK 2MK 2HP 236HK 236KK

8215

1

Midscreen

Universal

Delay 5LKx2 or 2MK will whiff, if timing is too hard you can use 5MK instead for slightly less damage.

(video)

Two Touch Sequences

Touch of Death Combos

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