Discussion in 'Fukua' started by CaioLugon, Apr 1, 2014.
I've actually had this J.hk bug happen to me a few times before. No idea why it happens
Does it happen randomly when you're in the air, or when you're really close to the ground?
Its only happened like twice to me, and both times have been close to the ground
i think it's always happened to me when i've tried doing a j.hk as soon as possible, that's why i said it was sort of an instant air thing
Uhh I guess this goes here.
please do it 1v1 please for more accurate damage.
1v1, 2v2 and 3v2 all give the same numbers
Just worry about the damage multiplier. If it's 1.00 then it's the same as 1v1.
Guess I'll post this since someone else noticed you can fireball super after throw
It was never a secret that you can; the question was always how to get it to work without specific setups, or if that doesn't work, what exactly those setups need to work reliably, to have an easier time finding them.
give'em the poopers
Seemed to have worked the last time I tried it on the PS3
For the j.hk falling while hitting nothing thing, I also agree its when you try and do a rising j.hk from the ground that it seems to happen.
I think I know the answer to this already but does is there a way to convert off air grab midscreen?
Not without a DHC
It's possible to do an input like qcf+lp+mp+mk off the airthrow to get a super and an assist call with the same commands, and if the assist is something like cerecopter it can let you continue the combo off the super's OTG hits. Gotta be a pretty low airthrow - at the height around the peak of most normal jumps where the super OTG becomes a 1 frame link, the double input trick doesn't work because you're actully calling the assist on one frame and then the super the next.
so here's a cross under for y'all people.....you j mp(all hits) then before you drop do j mk and dash under.
I just dropped Fukua, so I made some of my old private/unlisted youtube videos public. I hope someone finds these useful!
Post-airthrow high/low oki:
Simple incoming mixup that's hard to pushblock. Sorry about the Steam chat noises:
Fukua/Peacock hard tag burst bait crossunder reset:
Crossunder resets. Feel free to replace copter with another assist:
Probably not the first person to figure this out so sorry if I missed it in the thread: after MK shadow whiff a s.mk for a which-way mixup. Whether you cross under or not depends on how soon you whiff the mk.
I might be late to the party here, but I just realized you could jump cancel her air fireball. So anyway you could go for a air fireball, jump cancel into fireball super, for a set up that causes the fire ball to hit regular, and the fireball super to cross up?
You can't jump cancel it, you can jump afterward.
@Mike_Z is that with any version of fireball? ever since i saw the trailer(lol) i wanted to use it for something of my own accord.
Whoa, I've seen this happen to me before, but I don't know how to recreate it.
Finally had it happen to me as well. It happens so fast that its kind of hard to even guess what might have triggered it unless it was recorded.
Well then let's hope it gets recorded.
It could be related to what happened the last time you interacted with the opponent...
I do hope this is found, I'd just LOVE to have to patch it. >.<
You can't cancel the air fireball into any other move but her supers, but there is a window where you can combo afterwards which involves using her second jump. I have combos and a reset with it, but I need to get a capture card(or a good recording program for the steam version) in order to record it with decent quality.
I'll do the honors of finding those then and record them. can you give me notations? or you would like to do them yourself?
lol I got one working properly now(had to tweak some settings) so I'll record myself (sorry:( ), and I'll upload it soon.
After 3 hours of trying to get Sony Vegas to work. Here it is:
And sorry for the double post.
Awesome. i'll see what i can do with this knowledge
this is what i came up with.
Stuff>s hp> j hp > j hk > fireball LK > air jump > j lp > jmp (all hits and then delay) > j mk > j hp(fast fall) > dash under.
here's the best part. after j lp you can air grab for untechable knockdown. leading to another 50/50 situation.
@KhaosMuffins @MegamanDS @guitalex2007 @Domo
check it out and tell me what you think.
EDIT: doesn't work on double and fat ass band
EDIT(X2): it does work on double just not consistently
its happened to me a lot but ONLY during online play when i'm near the opponent. pretty sure its due to rollback or whatever that thing is called where the game "thinks" i hit them on block but i actually didn't so she still comes down as though she did.
Never happened offline yet.
First, I'm sad you included khaos at all on the list for fukua advice let alone before me.
Second, I like the concept but is the j. fp after the mk actually making them fall faster? I've been doing that reset before with the fp. Ill have to test it to see if you actually fall faster
i included him because he wanted to main fukua so i thought he might like it. j fp......helps because if you delay the j mp you will kinda slide down. the j mk will keep them up and j fp will let you fall faster. @MegamanDS
I'm sad you didn't have me on there let alone putting mmds at all
EDIT EDIT: mostly
I found some anti peacock specific tech, if I ever found a way to do it reliably I'll make a video.
TK HP fireball is my anti peacock tech atm
With some random MK Clones here and there
It's a series of crossup/under that all starts from the same point and make for a 4 way mixup which depends only on the timing you input things, but since it's 1AM here I'm too lazy to try things further.
I can tell you masterlvl secret
Does it beat out argus? Can't peacock put out a lenny to sponge the hits?
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