NRF CharlieMurphy
Kindergarten Meta
do you really need to HC a move that puts you advantage on block or is safe anyway?
hit confirmI'm assuming thats a typo. HK or HP?
Yeah but you also have ot think as the player who is doing the combo..... "oh look he has instinct and a boat load of meter, he'll be LOOKING to break obvious things". Then you can do obvious things into a Counter break for more damage to him than he would do to you.Your meter only has to be close to full when you use instinct cancels. It doesn't have to be completely full. For example, when you combo break > instinct cancel, you can juggle with forward HP to buy yourself some time to get full meter, since it regenerates during instinct. Once you have full meter then end your combo with devastation beam. There are probably longer juggles you can do to build even more meter.
When Fulgore has instinct cancels available you can play recklessly because if the opponent opens you up it actually puts you in the better situation. One of the best opportunities for Fulgore to use devastation beam is while being comboed. If the opponent fucks up during his combo (by letting you break or by messing up a counter breaker), you take 1/3rd or more of his health.
oh duh lol. Yeah L laser is really fast so it's harder to HC with it. You can substitute with blade charge if you want, like I said I just gave you a combo off of the top of my head.hit confirm
I'm pretty sure his laser linker leaves at plenty of advantage and close enough for the overhead attack + it's a mix-up since you can go overhead->low laser it's really hard to react if you're not expecting the reset.Man blade charge is a retardedly good whiff punisher.
Another thing I was thinking of is finding out what non ender can I end his combos with that will leave a good amount of hitstun to drop the combo and go for a reset with throw or with his Overhead. Most people will probably be crouching against fulgore, I bet you can catch people off guard and "relaunch" with his overhead. If you want to get super gimmicky you could go for a tele crossup afterwards. But that won't fly against most good players.
Yes but if he counter breaks & you don't press anything you can punish the failed counter break with devastation beam for 41% without having to instinct cancel. It's in Fulgore's favor.Yeah but you also have ot think as the player who is doing the combo..... "oh look he has instinct and a boat load of meter, he'll be LOOKING to break obvious things". Then you can do obvious things into a Counter break for more damage to him than he would do to you.
The risk/reward goes both ways in your situation. The Mental pressure his instinct puts on his opponent is more devastating than the beam.
You left out the whole "he doesn't try to break and eats my combo"Yes but if he counter breaks & you don't press anything you can punish the failed counter break with devastation beam for 41% without having to instinct cancel. It's in Fulgore's favor.
There's mainly 3 scanarios.
1) You break him & do 30 something percent.
2) He misses a counter break & you punish for 40%.
3) He counter breaks you.
Fulgore has advantage in 2 out of 3 of those scnarios. One mistake on the attacker's end leads to his combo being dropped AND him taking over 30%. How is it not in Fulgore's advantage? I'm not saying there's no risk, but the attacker clearly is in a worse scenario.
Do you mean wait until he stops absorbing then blade charge? As otherwise the BC will get absorbed too.Yo, with regards to Spinal in my opinion a big part of the game is going to be baiting his absorb and opening him up with blade charge. Gotta make him respect that to be able to zone him at all, and still keep it subtle as fuck
I'm such an idiot. why did i think blade charge would stuff his absorb looooolDo you mean wait until he stops absorbing then blade charge? As otherwise the BC will get absorbed too.
As a Spinal player, I've not tried this yet but I think you have to get close right off the start, as backing up just allows him to begin charging and without skulls you can't stop him with skeleport as he can punish. Also, if your both full screen and you use heavy fireball you can use teleport and cancel into a grab or normal (I don't think you can truly cancel into specials anyway since I couldn't manage it without a delay, unlike normals and grabs).
Ok man. If you don't think this is good then you don't have to use it. There's a way to counter everything in this game...that's how the game mechanics are made. Nothing is perfect. Just because combo breaking > instinct cancel > devastation beam isn't 100% perfect doesn't mean that it's not useful. With full meter & instinct cancels Fulgore gets 30% unbreakable damage off a combo breaker while other characters only get shitty juggle damage. Fulgore also punishes counter breaker attempts in Instinct mode for 41% unbreakable damage. Personally I'll be using this. To each their own.You left out the whole "he doesn't try to break and eats my combo"
There are 4 scenarios...... its not fair to leave off the obvious one. The attacker is always at advantage, because he doesn't ever HAVE to Counter Break. Which means Fulgore can ONLY attempt to break and can guess wrong..... or not break and eat the damage.
I wasn't saying it wasn't good at all.Ok man. If you don't think this is good then you don't have to use it. There's a way to counter everything in this game...that's how the game mechanics are made. Nothing is perfect. Just because combo breaking > instinct cancel > devastation beam isn't 100% perfect doesn't mean that it's not useful. With full meter & instinct cancels Fulgore gets 30% unbreakable damage off a combo breaker while other characters only get shitty juggle damage. Fulgore also punishes counter breaker attempts in Instinct mode for 41% unbreakable damage. Personally I'll be using this. To each their own.
Best of luck being successful without it.
Alright,Tell me some blockstrings, guys.
I seem to be way too button happy, I'm messing up DP punishes and shit.
It's my SF logic that's getting me killed, people jumping like bunnies and my teching being expsosed.Alright,
In Ki, you gotta drop NRS logic and totally adapt SF logic. Footsies are viable.
Sadira's medium and heavy spin are punishable, but tricky to punish for some characters.
Every character has certain block strings that open up advantageous situations to them.
Sadira has her slp and clp which are her main advantageous pokes. She uses these to condition you to block so she can get another jump in or a throw.
Glacius doesn't have to much advantage normals, but has his hail which makes him plus enough to hit anything after it's blocked. You need to explore your shatter setups. When we played earlier, and you started forcing me to stay on the ground, it was then time to whip out the shatters, because that's going to force me to jump again, which you already learned how to handle
It's my SF logic that's getting me killed, people jumping like bunnies and my teching being expsosed.
Until today I had only played KI twice before for about 5 hours total so that was just my basic 60 games max glacius, I hadn't explored any shatter setups because I considered it a gimmick.
Anyway, my main is fulgore, that's why I started playing the game again. Just getting wrecked with how much more difficult his combos are regarding the timing, I keep dropping everything.
HK xx medium laser.Tell me some blockstrings, guys.
I seem to be way too button happy, I'm messing up DP punishes and shit.
its still no match for Doge c.MP, s.HPI'm gonna go ahead and say it.
Fulgore F+HP is a better version of Jago F+HK
Fulgore F+HP is extremely easy to space so that only the second hit connects. This makes it great in footsies AND pressure AND safe to shadow counters. Best normal in the game now IMO
That's 2 normalsits still no match for Doge c.MP, s.HP