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Fulgore gameplay discussion

FGC-Oni

Ascended One
Can anyone explain why his Shadow Meter is different from everyone else's. I don't have the game, but it's bugging me for some reason.
 

Flawless Thomas

Apprentice
If anybody is curious, people were seemingly surprised that you can do two of those beams in one instinct bar. Also, some other things I realized last night. His heavy charged blade dash goes fullscreen, after using any of his projectiles I was guaranteed 1 or 2 meter builds, some two at a time depending on the instance. His HP is alright to stuff wakeups, when you're really close. Also, his j. HP is a cross up and it's pretty damn effective.

His sweep is godlike as well. With his low laser it recovers fast enough to throw in a heavy manual into whatever linker. After his laser ender if you do B+HK cancelled into heavy charge you can gain 2-4 or more bars depending on your opponents options.
 
Okay. Can someone explain what this move is?
Example: Jump in- Heavy Auto HK- Now, after the HK connects, I've seen that if I press a kick button again, he does a 3rd kick which makes him gain 1 block of meter. The timing is driving me crazy. Sometimes I can do 10 in a row, sometimes not even one comes out. Anyone know what's up with this?
 

Flawless Thomas

Apprentice
Okay. Can someone explain what this move is?
Example: Jump in- Heavy Auto HK- Now, after the HK connects, I've seen that if I press a kick button again, he does a 3rd kick which makes him gain 1 block of meter. The timing is driving me crazy. Sometimes I can do 10 in a row, sometimes not even one comes out. Anyone know what's up with this?
I had the same problem, hold whatever strength button don't press it twice. In your case, after opener you're gonna hold HK and 3 hits will come out. They aren't like Spinal's spectral manuals
 

Vagrant

Champion
INFO THAT MIGHT BE OF USE TO YOU.

Blade charge can be charged to go further and increases blockstun.
L blade charge at max charge is +3
M is +2 at max charge
H is +1 at max charge and goes the furthest.


the only two special moves that can constantly cancel into each other over and over are fireball and laser.

both can cancel into DP but DP can't cancel into anything.

both can cancel into blade charge but blade charge can only cancel into DP and thats on whiff only.

both can cancel into tele but tele doesn't cancel into anything

those are the rules for cancelling his NON EX specials


word.
 

Riyo

Apprentice
Okay so I played a Fulgore mirror with Rico Suave in like a ft 30 and here are some things that might be useful for Fulgore players.

1) F+HP is such a great move. Similar to Jago's F+HK. It's -4 on block but you can cancel into specials that have you + mixup potential. IE: f+HP x HP fireball leaves you at +1 or 2. f+HP x low laser recovery is fast that you can mix up or do a frame trap or hit em with da okidoke b+HP.

2) s.HK x HK meter charge. Pushes them far that you'll be able to gain meter with ease then go into dash punch

3) HP fireball is gdlk lol

4) Shadow teleport isn't that good. Teleports behind you but can be hit, grabbed, blocked on late reaction.

5) Reminds me of Ryu in terms of using cr.lp and cr.mp

That's all I can think of right now. Certainly a character I enjoy playing.
 

Flawless Thomas

Apprentice
INFO THAT MIGHT BE OF USE TO YOU.

Blade charge can be charged to go further and increases blockstun.
L blade charge at max charge is +3
M is +2 at max charge
H is +1 at max charge and goes the furthest.


the only two special moves that can constantly cancel into each other over and over are fireball and laser.

both can cancel into DP but DP can't cancel into anything.

both can cancel into blade charge but blade charge can only cancel into DP and thats on whiff only.

both can cancel into tele but tele doesn't cancel into anything

those are the rules for cancelling his NON EX specials


word.
I can't imagine how much pressure you can put on people with him using everything fluidly. I'm excited you can cancel blade charge into dp... Gives it more use when people are jumpy. Canceling his air laser into dp to antiair is godlike as well, especially if you first cancel your d+hp into the air laser. I'd be really interested in seeing a flowchart of his manuals and linkers. Kinda sucks there isn't a heavy kick to implement into his manuals, but I did find something cool last night I just remembered.

After doing his autotriple, I was at enough advantage to throw in a lk manual before a linker. The timing seemed strict, but could also be I'm just not used to being able to read Fulgores animation in relation to manuals well yet. He's got some nice tricks, so much to discover.
 

dribirut

BLAK FELOW
for pressure ive been doing F HP into D LK cancel into mid laser and cancel that into a slightly charged light blade charge to leave me at plus one. if the laser hits then it the charge will combo anyways and if it doesnt, i get pressure
 

Vagrant

Champion
btw a sick ender to do is the laser ender and hit them with the heavy kick into the charge. it will send them fullscreen and you can get almost all your meter up
Yeah this and fireball ender into H meter charge are the best I've found for keeping meter.

AA H laser gives you a charge too.

AA H laser into EX fireball usually gives you just about enough time to get back the meter you spent.

Remember if you score a lockout to go into the triple auto doubles for meter too.

meter meter meter... omnomnomnom
 

dribirut

BLAK FELOW
usually if i have a lot of meter ill just sit back and do heavy energy bolt and cancel it into aa laser.. the bolts do massive chip damage

Obviously if they are full screen or dont have meter
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Okay so I played a Fulgore mirror with Rico Suave in like a ft 30 and here are some things that might be useful for Fulgore players.

1) F+HP is such a great move. Similar to Jago's F+HK. It's -4 on block but you can cancel into specials that have you + mixup potential. IE: f+HP x HP fireball leaves you at +1 or 2. f+HP x low laser recovery is fast that you can mix up or do a frame trap or hit em with da okidoke b+HP.

2) s.HK x HK meter charge. Pushes them far that you'll be able to gain meter with ease then go into dash punch

3) HP fireball is gdlk lol

4) Shadow teleport isn't that good. Teleports behind you but can be hit, grabbed, blocked on late reaction.

5) Reminds me of Ryu in terms of using cr.lp and cr.mp

That's all I can think of right now. Certainly a character I enjoy playing.
Lol I was about to post the exact same thing lol

I also like f HP to db LP MK manual DF LK mk

His MK is really good manual as is D LK

Also it should be noted F HP can be interrupted w shadow counters


Fulgore seems really strong
 

Riyo

Apprentice
A nice block string against people who try to jab after a frame trap is doing cr.lp then cr.mp. if they try to jab then you'll catch them with lk dash punch ez.

IE: f+HP x lp laser (cr.lp cr.mp then slightly charge lk dash punch) or (backdash then lk dashpunch) or another f+HP cause fuck it.