Contents
- 1 Introduction
- 2 Dash Data
- 3 Walking Speed
- 4 Normals
- 5 Projectiles
- 6 Specials
- 7 Occult Power
- 8 Spellcards
- 8.1 Last Word
- 9 Team Options and Synergy
- 9.1 Tag Attacks
- 10 Combos
- 10.1 Solo Combos
- 10.1.1 Anywhere
- 10.1.2 Air to Air
- 10.1.3 Corner
- 10.1.4 Spell Card Confirms
- 10.2 Tag Combos
- 10.2.1 Anywhere
- 10.2.2 Air to Air
- 10.2.3 Corner
- 10.2.4 Spell Card Confirms
- 10.1 Solo Combos
- 11 Blockstrings
- 11.1 Strings
Introduction
- More Info: Touhou Wiki
Mononobe no Futo (物部 布都), the raddest Taoist and best dishwasher around, is back yet again for more plate destruction. Futo's arsenal will have you conjuring up many things, from simple fireballs to dragon boats, while moving gracefully through the air at futofast speeds.
Futo is a very mobile character, a quality that you will need to use to out maneuver the opponent while covering yourself with plates, fireballs, arrows. Other moves like wind teleport or pillar act as a decent surprise or punish attack. Laying plates is of the utmost importance however, as these are the key to gaining stage control with your fireballs, and to helping her approach. Knowing when to play passively or to play aggressively is important while playing Futo, as she can capitalize off of stray projectiles rather well, but is rather vulnerable without proper coverage.
Pros:
- Very agile character with good gravity, can get in rather easily and jump fast to where she needs to be.
- Decent stage control with her fireball, tornado and arrows.
- Cheap spell cards (and by extension, very cheap last word).
- Has good tagB bullets, comes out fast and can lead to a lot of damage in combos.
- Can confirm into her LW very easily
- Has very good pressure
- She can do cool poses.
Cons:
- Good luck getting wallslam outside the mid lane without assists.
- Coverage beneath her from her normal moves leaves a little to desire for.
- A lot of her bullets have quite a bit of recovery
- Damage is a bit on the low side.
- Her bullets aren't very dense.
- Needs to get with the times.
Dash Data
Input | Location | Startup | Duration | End | Cancel Properties |
---|---|---|---|---|---|
66/6D | Middle Lane | ||||
66/6D | Upper/Lower Lane | ||||
44/4D | Middle Lane | ||||
44/4D | Upper/Lower Lane |
Walking Speed
Input | Speed |
---|---|
6 | 17f/100p |
4 | 18f/100p |
Normals
A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
c.5a, 4a | Melee | 1 | Base Damage: 200 Counter Hit (1.1x): 220 Full Health (1.25x): 250 Full Health + Counter Hit (1.375x): 275 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | A B C S E | 8f | 2f | 12f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
0f | ? | ? | 0 | ||||||||
A quick jab; c.5a sometimes comes out when you're too far away for it to hit. |
FA
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
f.5a | Melee | 3 | 1st: 187 2nd: 354 3rd: 515 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | A B C S E | 13f | 12f | 15f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
+2f | ? | ? | ? | ||||||||
Futo spawns two tornades, one for each hand, and spreads her arms diagonally while moving forwards slightly. |
6A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6a | Melee | 2 | 1st: 250 2nd: 732 | 20 x 2 hits: 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬆) | B C S E | 1st: 14f 2nd only: 32f | 1st:12f 2nd:2f | 23f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
-1f | ? | ? | ? | ||||||||
Futo creates a whirlwind around her and spins while moving forward before throwing it in front of her. The second hit is disjointed. |
8A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
8a | Melee | 2 | 1st: 375 2nd: 959 | 20 x 2 hits: 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
1st: Launch(⬆) 2nd: Launch(⬇) | B C S E | 1st: 12f 2nd only: 30f | 1st:6f 2nd:5f | 27f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
-8f | ? | ? | ? | ||||||||
Futo creates a flame from her sleeves, then proceeds to jump forwards and slam it on the opponent. The second hit floorslams; following this with 66b is a common combo finisher. |
2A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2a | Melee | 1 | 625 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬇) | B C S E | 12f | 3f | 24f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
-15f | ? | ? | ? | ||||||||
Futo creates fire from her sleeves and sweeps downwards, pushing her back and upwards a bit. |
jA
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.5a | Melee | 3 | 1st: 187 2nd: 354 515 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | A B C S E | 12f | 9f | 34f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
?f | ? | ? | ? | ||||||||
Similar to f.5a, but she doesn't have a tornado behind her and keeps your previous momentum going. |
j6A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.6a | Melee | 1 | 687 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(➡) | B C S E | 12f | 6f | 34f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
?f | ? | ? | ? | ||||||||
Futo kicks out at the opponent while moving forwards. |
j8A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.8a | Melee | 4 | 706 | 10 x 4 hits: 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬆) | B C S E | 12f | 21f | 26f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
?f | ? | ? | ? | ||||||||
Futo rises upwards with a tornado in front of her. |
j2A
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
j.2a | Melee | 1 | 625 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Launch(⬇) | B C S E | 14f | 3f | 41f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
?f | ? | ? | ? | ||||||||
Same as 2a, but Futo isn't pushed back by it. |
DA
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
66a | Melee | 1 | 500 | 0 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
None | C S E | 10f | 15f | 10f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
-5f | ? | ? | ? | ||||||||
Futo creates a plate in front of her which hits once. If it hits, or is blocked, the plate is set. |
DB
Input | Attribute | No. of Hits | Damage | Stun | Rate | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
66b | Melee | 1 | 825 | 40 | 1:?% 2:?% | ||||||
Hit Effect | Cancels | Startup | Active | Recovery | On Hit (adv) | ||||||
Wallslam | S E | 19f | 3f | 28f | ?f | ||||||
On Block (adv) | On Hit (move) | On Block (move) | On Whiff (move) | ||||||||
-7f | ? | ? | ? | ||||||||
Futo pauses to wind up a large whirlwind, then hits the opponent with it. |
Dial A:
- 5a...: c.5a
- ...5a...: another c.5a
- ...5a...: A version of f.5a that hits up to 5 times and moves farther
- ...6a...: 6a with wallslam
- ...8a...: 8a without groundslam; make sure to wait out the animation of 5aaa if you want to use the normal version of 8a after.
- ...2a...: 2a, but Futo moves down and forwards with her opponent
- ...6a: 6c
- ...8a: moves down and uses 2j.2c
- ...2a: j.6c
- ...5a...: A version of f.5a that hits up to 5 times and moves farther
- ...5a...: another c.5a
Projectiles
Input | Appearance | Startup | Recovery | Multiple Hits? | Total | Damage | Adv On Block | Stun | Hit Effect | Cancels | Description |
5b・2b・8b | 15f | Yes (4) | 1st Hit: 168 2nd Hit: 293 3rd Hit: 414 4th Hit: 531 | 40 (10x4) | None | Bullet, Special, Spellcard, Jump, Tag Jump, Tag Attack | Futo throws three slow moving plates forward and one fast moving gold plate. Only the gold plate will set if it hits or is blocked, the rest will break, and will count towards your broken plate counter only if they hit. You can angle the plates using 8b/2b. Jump cancel this move at any time if you only want to throw 1~3 plates. 10% stun per plate hit. | ||||
6b | 23f | 37f Jump cancel: 15f | Yes (4) | 1st Hit: 187 2nd Hit: 335 3rd Hit: 479 4th Hit: 618 | 20 (5x4) | Launch (up) | Bullet, Special, Spellcard, Jump, Tag Jump, Tag Attack | Futo tosses a flaming plate in the opponent's direction. The plate rebounds off of the walls. The plate is then set on the field after it stops moving, regardless of it hitting the opponent. The plate is not set if Futo is hit before it comes to a complete stop. Hits up to 4 times. 5% stun per hit. | |||
5/2/8[b] | Yes (4) | 816 | 40 (10x4) | Launch (up) | Backdash, Tag Attack | Futo blows the air to creates a tornado that moves forward relatively slowly. It sucks in plates on the field and plates caught on it's path will be consumed, making the tornado bigger, and adding a plate to your plate counter. You can angle it slightly using 8/2. | |||||
bbb[b] | Yes (12) | 292 | 0 | None | Backdash, Tag Attack | Futo's Danmaku Tenkai, creates waves of 12 small plates around her at a time, which are then aimed at the opponent. |
Specials
Name | Input | Appearance | Startup | Active | Recovery | Total | Damage | Type | Adv On Block | Stun | Hit Effect | Cancels | Description |
Liuren Holy Fire | 5c | 833 | Projectile | 40 (explosion) 20 (pass-though) | Launch (up) | Spellcard, Tag Attack | Futo conjures a fireball that travels through every plate on the field and burns them, counting towards your broken plate counter. Once it breaks every plate on the field, it aims at the opponent. The fireball targets the closest set plate to Futo, prioritizing the highest one if both are at the same distance from her. For each broken plate, it gains increased projectile priority. If there are no plates on the field, the fireball is shot forward. | ||||||
Ame-no-Iwafune | 6c | 35f | Min: 7f Max: 18f | 47f | Min: 89f Max: 100f | 1250 | Melee | 40 | Launch (up) | Spellcard, Tag Attack | Futo hops backwards onto a dragon boat and rides it forward. Futo majestically jumps backwards off the boat if it's blocked or if it gets to the end of it's trajectory. Active frames duration depend on distance to the corner and opponent. | ||
j6c | 17f | 9f | 77f | 875 | Melee | 40 | Launch (forwards) | Spellcard, Tag Attack | Futo hops onto a small boat and rides it forward a short distance. Futo jumps forward off the boat at the end of it's trajectory. Startup is significantly faster than 6c but moves much slower and very long recovery. | ||||
Water-Embracing Plates | 4c | 18f | 38f Jump cancel: 20fTag cancel: 8f | ~302 - 3022 (5plates) | Projectile | (3 per pillar hit) | Bullet: None Pillar:Launch (down) | Spellcard, Tag Attack | Futo summons a large blue circle but at hitbox for this attack is a short range bullet. This bullet is VERY small, allowing moves such as Mokou 8a(1) to go over, or Reimu 8c to go under it. You are minus on hit due to it having very low hitstun without plates. If there is any plates in the blue circle's radius, they will overflow, causing forward moving pillars of water to be created on the field for a few moments. Hits once when creating the overflow circle, which means the closer plates will break before the further ones. Each pillar of water hits up to 4 times. Plates consumed will be counted towards your broken plate counter. | ||||
Wind's Ominous Hole | 2c/ high j2c | 29f | 21f | 64f | 114f | 1109 | Projectile | 40 (4x10) | Launch (down) | Spellcard, Tag Attack | Futo will teleport upward, then downward while spinning, creating a wide whirlwind around her feet at the mid-line. If there are plates on the field, she will teleport onto the latest plate set and create the whirlwind around it, breaking the plate in the process. The broken plate will count towards your broken plate counter. | ||
Standing Mountain | low j2c | 43f | 9f | 19f | 71f | 1000 | Melee | 40 | Launch (up) | Spellcard, Tag Attack | Futo jumps to the ground and spawns a stone pillar under her feet that is angled forward. The pillar will break any plates on it's path, causing them to shatter into tiny fragments that can hit the opponent. The broken plates will count towards your broken plate counter. | ||
Royal Dragon's Arrow | 8c | 750 | Projectile | 20 | Launch (up) | Spellcard, Tag Attack | Futo shoots an arrow upward at an angle. If there is a plate in front of Futo, the arrow will be aimed so that it will bounce off of it. Futo will prioritize plates horizontal closest to her. If 2 or more plates are at the same horizontal position, the arrow will target the higher plate.The plate breaking adds 1 to the Broken Plate Meter while creating 4 additional smaller arrows that spread out around the main arrow, total of 5 arrows, which is now aimed towards the opponent. Note there are ranges where 8c will not target a plate, it being around 1/2 screen from midlane. However from a jump up, the arrow should target a play from a full stage distance. Note as well there are ranges where the arrows will NOT break into 5 and NOT target the opponent on breaking a plate. Conditions stated may be variable but Futo's distance from the opponent and the opponent's distance from the plate seem to be the determining factors. |
Occult Power
Okiku Uppercut
Futo's urban legend is Banchou Sarayashiki, the story of the vengeful plate counting spirit Okiku.
Futo's related gimmick, as you can guess, is a plate destroying gimmick. Futo possesses a broken plate counter than goes up to 10. Each plate destroyed will count towards this broken plate counter.
A+B: This summons Okiku once you have at least one plate destroyed on your broken plate counter. Doing so, Futo will set a plate in front of her from which Okiku will jump out and uppercut the opponent. This is a two hit move, one hit when Futo sets the plate, and one hit when Okiku jumps out, both of which hit melee. This moves has no hitbox if you have 0 broken plates on your plate counter however, as Okiku will not jump out and Futo will look at her plate confused. Resets your broken plate counter to 0. 40% stun on the last hit. Cancelable into Spell Cards on hit, block or whiff.
Minimum damage 1119 at 1 plate, maximum of 1746 at 9 plates. 10f startup, 3f active on the plate, 12f not active, 12f active with Okiku's attack and 15f recovery. At 4 to 8 plates Futo has a 10f invulnerability on startup, 15f at 9 plates, and no invulnerability at 10 plates or below 4. Additionally, at 9 plates, this move has a lot of hitstun, being a great combo starter.
Spellcards
風符「三輪の皿嵐」: Wind Sign "Miwa Plate Storm" Cost: 700, Damage: 2433 Futo spins 5 plates at high velocities around her. Hits up to 10 times for 2433 damage raw, although if the opponent is close, it will send them flying after 5 hits. 5 plates are set on the field afterwards. The spell card is a projectile reversal and wallslams. 100% stun from the first hit.
5C: Same rules apply as standard plates
m2C / u2C:
8C:
4C:
| |
炎符「太乙真火」: Blaze Sign "Taiyi True Fire" Cost: 1200, Damage: 3179 (9 hits) Futo creates flames and throws them towards the ground, diagonally, creating a wave of flame pillars that go in both directions. Damages seems to be highest if used in the corner. 100% stun from the first hit. | |
運気「破局の開門」: Fate "Gate Opening for Catastrophe" Cost: 500 Futo creates a purple zone which consumes all plates within it when created. The number of plates tributed to the zone determines the misfortune the opponent will be submitted to.
|
Last Word
*死んでも一枚足りない!*: * Even in Death, One Plate is Still Missing!* Damage: 4160-5980
Futo places what seems to be a portable well on a plate. The well then starts sucking the air around it (but does not drag the opponent inwards). If the opponent is hit by the vacuum, Okiku hits the opponent a few times and then pops out of the well sending the opponent flying, Futo then strikes a pose. If nothing is sucked in, Futo sends the well flying which can also hurt the opponent on it's way down. Futo is invincible until she throws the well. Does a maximum of 5980 damage raw. 100% stun. The initial vacuum is a blockable melee which allows the opponent to move around freely, but not being able to punish due to Futo being invulnerable (if they get close, they will get hit by the previously stated well being thrown away).
Comparing to other Last Words, Futo's is on the low end of the damage spectrum. But, thanks to her absurdly cheap spell cards, she has arguably the Second most cost effective Last Word in terms of damage-to-cost ratio (after Koishi). With Opening the Gate of Catastrophe and Nitori as slave, she can quickly fill her spell bar (which is 1200 collectively) in a single half. Her Miwa Plate Storm costs only 200 point more, and is a good spell to back you up if the tide is not in your favour when aiming for Last Word strategy. Note her Last Word hits 1f after super flash.
Team Options and Synergy
This choice depends on what strengths you want available on your team. Here are a couple basic options you could go for, with character suggestions that might help said option. However, they are simply suggestions, so feel free to experiment with other options!
- Since Futo has an easy way to confirm her last word, a good choice for an assist would be characters like Nitori (700 cost card), Reimu (800 cost card) or Yukari(800 cost card) who have cheap spell cards as well, to build up that meter fast. The 100 cost difference between the spell cards is honestly not very significant.
- If you need someone to help her to wallslam from anywhere, Reimu is generally a good choice, as her Youkai buster (6c), works very well to end combos. Ichirin and Tenshi are also very good choices for this purpose by using the slave jump cancel tactic.
- If you want someone to help her pressure better, characters like Mamizou, Mokou, Nitori, Yukari or Joon can be used. Mamizou and Yukari has great tagB bullets to keep opponents in the corner, although they'll most likely try to jump, so you'll have to resort to jumping strings. Nitori, Mokou and Joon seem to have really good pressure in general, and coming in off of 8a(1) into switch melee is really good for her.
- You can try going for someone who has a good spell card combo for her. This depends on the spell card however. If you're using Blaze sign, if you hit with it in the corner, it is rarely worth it to even use the double spell card. However Reimu, Tenshi, Kokoro or even Sumireko can be ok choices if you hit with it midscreen. For the Wind sign spell cards, Reimu, Marisa or Kokoro can catch it, midscreen or in corner. Again though, it's probably better not to use double spell card since the Wind sign card gives you a free wallslam setup. For her fate spell card, someone who can lock characters down and force them to block for a bit can be useful. Koishi seems to do an ok job for this.
- There are other options that are good for the neutral game, Mamizou's tagB bullets are extremely annoying to just throw out since they linger. Yukari also has really good switch bullets and aim in on the opponent fairly quickly. Having good tag Cancels for your fireball or arrows can be a good option in neutral as well. You can do stuff like 5c or 8c into Nitori's 8c, or Sumireko's anything for example, which can help. You can also simply choose a character with a good neutral game for when you need to recover white health. The possibilities here are quite endless, do not limit yourself to the pairs listed here!
Tag Attacks
Melee: Futo lunges forward, creating a circle of fire with her arms which launches the opponent into the air.
Air Melee: Futo backflips with forward momentum and hits with fire.
Bullet: Throws up to 17 plates, 3 of which are golden and are set on the field if hit or blocked.
炎符「太乙真火」: Blaze Sign "Taiyi True Fire" Cost: 1200
Combos
You'll want to be ending combos with either 5aaa (delay) 8a 66b or 5aaaa, which are pretty much her only enders that induce a standing stun state. Numbers in parentheses after moves like 6a(1) indicate number of hits you want to hit with a multi-hit move before cancelling into the next. Moves in parentheses like (j5a) means an optional input that may or may not come with some restrictions.
Solo Combos
Anywhere
- 5aaa(1~3)8a(1) (delay) j5b(3) j66 j5a(1~2) 66 8a(2) 66b 2.4k damage
- Combo demonstration. This combo is slightly easier if you do less hits on the 5aaa, but obviously it will do less damage. You don't need the second 66 in the corner, you'll be close enough to connect 8a(2) 66b.
- 5aaa2a j6b j66 j5a (5aaa)6a 2.1k~2.3k damage
- Very awkward to hit the 5aaa, however you can forgo the wallslam and just end with 6a for an easy combo.
- 6a(1) 6b 366/966 j5a 66 5aaa (delay) 8a 66b 3.1k damage
- Combo demonstration. Might be able to improve on this combo. You can omit 5aaa and go straight for 8a for an easier but weaker combo.
- 66a 8c j66 j5a 66 5aaa (delay) 8a 66b 3k damage
- Combo demonstration. You must hit with all hits on 5aaa and do a small delay afterwards before doing 8a. Doing that lets you get the normal version of 8a which groundslams, instead of the dial-a version, which doesn't. You can omit 5aaa and go straight for 8a for an easier but weaker combo.
- 66a 5a+b 66 5aaa (delay) 8a 66b 3.6k damage
- Combo demonstration. Requires 9 broken plates. You can omit 5aaa and go straight for 8a for an easier but weaker combo.
- (j5a) 66a 8c j66 j5a LW 5.7k~6.2k damage
- Combo demonstration. A 66a starter does more damage than a j5a starter, but j5a (land) 66a is easier to land in the neutral game.
- j2a 3 j5a(1) j8a(1) j6b j66 j5a 66 5aaa6a 2.8k damage
- Combo demonstration. Any more hits on the j5a or j8a and the combo is very likely to drop. Might be able to improve on this combo.
Air to Air
- j5a j5b j66 j5a(1) j8b (land) 9 j5a j6b j9 j6a 2.4k damage
- Combo demonstration. For hits above the mid lane. A bit costly but one of the more high damaging solo combos you can use.
- j5a j6b j66 j5a 6a(2) 6b 9 j6a 2.6k damage
- Combo demonstration. For hits below the mid lane. 6a might whiff if you hit too low.
- j5a j8a j9[b] j66 j5a 5aaaa (6c) 2.4k-2.6k damage
- Combo demonstration. For hits below the mid lane. Can get a wallslam off of it if you get enough hits off of j8a, however if you don't, you can end with 6c for extra damage and techable limit. 5a might whiff if you hit too low.
- j5a (j8a) j8b j5c 1.5k damage
- Combo demonstration. An easy way to get 100% limit, but low on damage. Use if you're not in a position to confirm any of the other air to air combos. Will not 100% limit if there are other plates on the field.
Corner
- (j5a) 5aaa(1~3) 5b(4) 4c 1 j6b j9 j6a 2.6k~2.8k damage
- Simple corner combo, be sure to reduce the amount of hits on 5aaa if you start with j5a, or else the 4c will whiff.
Spell Card Confirms
- (...) 5aaa2a Wind Sign
- Basic confirm for the 700 cost spell card. Generally works from anywhere.
- (...) 66a Wind Sign
- A bit spacing dependant, however if you are close enough, this works wonders.
- (...) 8a 66b Wind Sign OR (...) 8a Wind Sign
- Corner only, however very good way of using it at the end of combos. 8a 66b Wind sign does double wallslam which reduces the amount of downtime you have to setup, so you might want to do the Wind sign after 8a instead.
- (...) 5aaa (delay) 8a(2) Blaze Sign OR (...) 5aaa8a(2) Blaze Sign
- Basic confirm for the 1200 cost spell card. Works from anywhere, however it is preferable to hit with the spell card in the corner to get the most damage off. Of course if you're going for an assist combo spell card, you can disregard that comment.
Tag Combos
Anywhere
- 5aaa6a(1) 6b 9e j5a j6b j4c 2.8k damage
- Tenshi slave Easy wallslam combo with Tenshi and costs no assist meter.
- j5a 5aaa/f.5a 6a(1) 6b 9e j5a j6a j6c 2.4k~3.0k damage
- Combo demonstration. Ichirin and Reimu Easy wallslam combo with Ichirin and Reimu and costs no assist meter.
- 66a 8c j66 j5a 66 5aaa 6b 9e j5a j6a j6c 3.3k~3.6k damage
- Combo demonstration. Ichirin or Reimu slave. Good damage + wallslam.
- 66a 8c j66 j5a 66 5aaa6a(1) 6b 9e j5a j6b j4c 3.6k damage
- Tenshi slave. Good damage + wallslam.
Air to Air
- j5a j6b 9e j5a j6a j6c (or j2a (delay) j6c) 2.9k damage
- Combo demonstration. Ichirin slave. For hits above the mid lane. Good wallslam combo that costs no assist meter, however j6a j6c may whiff on some characters. Try a j2a (delay) j6c ender instead if it does.
- j5a j6b j66 j5a j2b 3e j5a j8a j8c 3.4k damage
- Combo demonstration. Ichirin slave. For hits below the mid lane.
- j5a j6b 66 j5a j6b 9e j2a (delay) j6c 2.9k damage
- Ichirin slave. For hits below the mid lane. Less powerful but induces a standing state.
- j5a j8a j6b j9e j6b j4c 2.1k~2.3k damage
- Tenshi slave. The timing on the j6b after j9e is almost instantaneous. Good wallslam combo.
- j5a j5b j66 j5a j8b j9e j5a j6b j4c 2.6k~2.8k damage
- Tenshi slave. For hits above the mid lane. Very costly on orbs, but very good wallslam combo!
- j5a j6b j66 j5a j2b j3e j5a j6b j4c 2.8k damage
- Tenshi slave. For hits below the mid lane. Very costly on orbs, but very good wallslam combo!
Corner
- 66a 6e (4) 7 j6a j2c j2 j6c 2.1k damage
- Nitori slave. Not very powerful, but an easy wallslam confirm for when you go for 66a 6e and hit with either move. If against a small body opponent, might want to back up very slightly before jumping, hence (4) 7 in the combo notation.
Spell Card Confirms
- (j5a) 5aaa(1) 6b 7 j6b j8e j5b/j2b j6e dl Fate 6e 4.0k~4.4k damage (might be a bit more variable)
- Combo demonstration Byakuren slave, near corner only. The combo is inconsistent on shinmyoumaru. This combo wastes a lot of time before the UFO is dropped down by using the byakuren spell card to hit them while they are in hitstun from the tagB bullets. You may need to jump different depending on your distance to the corner. Use j2b on smaller hitboxes. The delay before using Fate is short, but long enough for the two golden plates to be thrown out. This move also has the potential for resetting damage scaling for whatever reason as you can see in the combo demonstration.
- (j8a(1)) 66a 8c j66 j5a 5aaa(1) 6b 9 j6b j9e j5b j6e Fate 6e 4.9k~5.0k damage (might be a bit more variable)
- Byakuren slave, near corner only. Make sure to only hit once with 5aaa. This one works much better on shinmyoumaru. If you are able to j8a(1) land cancel into 66a, then that is a good option too. As it is above, wastes a lot of time before UFO comes down.
- a+b(9 plates) 5aaa(1) 6b 9 j6b j9e j5b j6e Fate 6e 5.1k damage (might be a bit more variable)
- Byakuren slave, near corner only. Same notes as the 66a combo.
Blockstrings
It is a bit more difficult to pressure in this game than it was in ULiL now that tri-jumping has been toned down, however there are still a couple simple mixups you can do. As it was with the past games, frame trapping people who want to jump is a good place to start, since as usual, jumping has a couple frames of vulnerability right after they input it. The addition of tag melee moves helps tremendously for frame trapping!
You have a couple new mixup options in this game. For starters you have grabs, which will be good to punish people who pushblock too much. Sadly, grab works both ways. You'll have to look out from being grabbed out of pressure, since the grab is quite fast. You'll have to cover yourself by either getting yourself in the air (8a(1) works well for this), or frame trapping them.
You also have the chip damage options, since chip damage is quite high in this game. Futo doesn't really have many good chip options however. [b] seems to be her best bet if you get a hit while jumping, so that you can dash cancel j5a or something.
In summary, you want to grab people who overpushblock, frame trap those who jump or grab too much, and go for quick pressure resets for those who just sit and block. Of course, if you're going vs someone that has a dp or a declared reversal spell card, you'll have to be more careful and try to bait it out.
Strings
- 5aaa or j5a 5aaa starter
- A good start and decent to stagger with. Make sure while staggering not to leave too much of a gap so they can grab you. That way, you can condition them not to grab and can go for riskier stuff. j5a is a very good meaty option for opponents in an untechable state. Note that the third hit of dial-a is multi-hit.
- 5b follow up
- This is a good option for opponents who are holding pushblock and won't react with jump, and is especially good midscreen. Note that you If they get caught blocking, you can 366 j5a and reset pressure easily. This can be especially hard to see coming because you can cancel your 5aaa at anytime since it's multi-hit. If they jump however your only option is to try and follow them, or go back to neutral.
- 6a or 66a follow up
- Used to catch jumping and conditions them to not jump after 5aaa. After these moves it is recommended to use 6e to prevent them from jumping out and continue pressure with slave. This puts you in an awkward spot to continue pressure, however if they are extra respectful, or when you condition them to fear the 6e, you can possibly 8c j66 j5a after 66a and reset pressure instead.
- 8a follow-up
- Easy way to reset pressure if they don't see it coming. Use 8a(1) j2b j66 j5a. Will lose to jump out if they can react to the 8a(1) hit, however you can possibly try to condition them to block with the 6e follow up instead.
- 4a reset follow-up
- For the extra respectful of players, you can always try and dash up 4a them to continue pressure. This *will* lose to grabbing and mashing though, so use it wisely. It loses to jumping too if they react fast enough.
- iad j5a reset follow-up
- A bit slower then the 4a reset, but an instant air dash reset is one of the safer ways to reset since it can catch grabbing and mashing attempts, however it's easier to react to with a jump.
- dash grab follow up
- Good option for the opponents who love to pushblock. Loses to mash, jumping and grab teching. This is also a good option after simply a j5a starter without going into 5aaa, however, be sure to delay it appropriately, or else you'll get 6a.
- 66a starter
- Probably the most reliable meaty option to catch opponents in a techable state, or for opponents who tag tech out of the corner. Has less options than a 5a starter.
- 8c follow-up
- Catches grab and mashing, however if they jump out you lose out on pressure. 8c can also whiff if your 66a hits on the tip of it's hitbox and they pushblock perfectly. do j66 j5a after 8c to follow up and reset pressure, unless they jump, in which case you have to be careful.
- a+b follow-up
- If you think they'll be holding jump after 66a, you can do a+b to catch them if your plate meter is not empty. This option is especially effective if you have 9 plates on the meter, because the extra hitstun lets you go for a full combo afterwards. However if the opponent is paying attention to your plate meter, they might see this coming. Basically ends your pressure if they block it.
- 6e follow-up
- Good option if you have a good pressure slave, or if you have full assist meter and you can do stuff like 66a 6e 8a/2a/6a 6e to cycle back into your main. Having a slave that has a normal move that put them in the air makes cycling a lot easier, as cancelling into jumping tag melee allows for land cancel reset 4a.
- 4a reset follow-up
- Risky option, but can be used against the extra respectful. However if they don't pushblock the 66a, it is kind of easy to react with a grab or mash.
- grab option
- Equally risky option as the last. Use if you know they'll just sit there and block it, or if they pushblock. However if the opponent knows their options, they'll most likely react to the 66a with a jump or grab/grab tech.