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Fulgore gameplay discussion

Maasik

Mortal
I'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
Except unlike Jago's forward roundhouse, it can be ducked and punished.
 

ShadowBeatz

Dropper of Bass and Bombs
Hmm.. Well if you have time would you mind seeing if the slide lowers Spinal's hit box? That would be very useful to know whether it should or shouldn't be used.
Yeah it does, quite a bit too. Both his slide and his crouching low kick go underneath it to whiff punish. It doesn't whiff when crouching though. Hits Spinal in the skull (hehe...)
 

Flawless Thomas

Apprentice
Yeah it does, quite a bit too. Both his slide and his crouching low kick go underneath it to whiff punish. It doesn't whiff when crouching though. Hits Spinal in the skull (hehe...)
Haha NICE bro. Thanks for checking man. Looks like ill have to give mad respect to that slide from now on when using Fulgore
 

Qwark28

Joker waiting room
Please tell me I'm not the only one who thinks this is way too much damage


last round, first combo. Wasn't an optimal combo at all, wasn't planning on spending the meter and accidentaly spent it, got 48% for almost nothing. I know that I could've pushed for 60%
 

dribirut

BLAK FELOW
I think its dumb that he gives his opponent soo much meter on his projectiles.Like I understand why but when you do heavy projectile they get wayyyyyy to muchmeter imo
 

Qwark28

Joker waiting room
I think its dumb that he gives his opponent soo much meter on his projectiles.Like I understand why but when you do heavy projectile they get wayyyyyy to muchmeter imo
I think it's cool, he has great footsie tools and he is designed to counterzone Glacius and Sadira. He can compete pretty well with everyone else except maybe Spinal.
 

Flawless Thomas

Apprentice
I think it's cool, he has great footsie tools and he is designed to counterzone Glacius and Sadira. He can compete pretty well with everyone else except maybe Spinal.
I think Jago and Thunder are some pretty big problems for him. Spinal if he's played right, you can also give him a LOT of trouble. Gotta give mad respect to his slide though because it goes under Fulgore's F+HP. The damage you did is probably about right, I think it's fair. It makes up for his shortcomings (while I realize they aren't exactly noticeable at this early of a stage in his development) and seems right on par with Glacius damage wise. To be fair I think most of the cast with exception to Spinal has pretty wicked damage output. I think Fulgore's damage may seem a bit too much at first but I think it works out well considering you have to work quite a bit more to get your meter you know? Just my thoughts though.

With regards to giving opponents so much meter, I actually like it. It gives you a good reason to spam the fuck out of it when they have full meter, you can always switch things up using the light projectile to mess with peoples jump timing or you can totally fuck with people and sit there and charge til they get close and teleport to the opposite side and set up more mindgames making them wonder whether or not you're going to charge, shoot shit at them, or patiently wait for them to break down and start jumping and hit that air laser. Also, you can use Fulgore's heavy laser in footsies against Glacius since he's so damn tall. It gives people a reason to crouch to avoid pressure and fall victim to either jump ins or his overhead.
 

TakeAChance

TYM White Knight
Fulgore can option select Sadira's jumps up close...it's pretty cool. Do a Low laser (Advantage on block) and if they jump, spend pips and buffer a shoryuken. It auto corrects if she crosses up, and catches her if she jumps lol
 

Orochi

Scorpion Scrub
I think its dumb that he gives his opponent soo much meter on his projectiles.Like I understand why but when you do heavy projectile they get wayyyyyy to muchmeter imo
Because when you're zoning with projectiles you're basically getting the chance to charge meter yourself, against thunder, sadira, glacius you can get a lot before they can get in through your zoning. Of course if you are only zoning and not taking advantage of the space you have to charge meter then yeah it's gonna work against you.

I think Jago and Thunder are some pretty big problems for him. Spinal if he's played right, you can also give him a LOT of trouble. Gotta give mad respect to his slide though because it goes under Fulgore's F+HP. The damage you did is probably about right, I think it's fair. It makes up for his shortcomings (while I realize they aren't exactly noticeable at this early of a stage in his development) and seems right on par with Glacius damage wise. To be fair I think most of the cast with exception to Spinal has pretty wicked damage output. I think Fulgore's damage may seem a bit too much at first but I think it works out well considering you have to work quite a bit more to get your meter you know? Just my thoughts though.

With regards to giving opponents so much meter, I actually like it. It gives you a good reason to spam the fuck out of it when they have full meter, you can always switch things up using the light projectile to mess with peoples jump timing or you can totally fuck with people and sit there and charge til they get close and teleport to the opposite side and set up more mindgames making them wonder whether or not you're going to charge, shoot shit at them, or patiently wait for them to break down and start jumping and hit that air laser. Also, you can use Fulgore's heavy laser in footsies against Glacius since he's so damn tall. It gives people a reason to crouch to avoid pressure and fall victim to either jump ins or his overhead.
I wouldn't say jago and thunder are big problems just yet, sure they might be big problems to week old fulgores but give it time and I think Fulgore will actually have advantage in these 2 specific match ups.
 

Vagrant

Champion
If you want a quick shadow ender to add some damage off of a short hard to break combo (like sadira's ex recluse for example) I recommend EX fireball instead of EX shoryuken, you substitute a little extra damage for a hard knockdown and free meter charge.

Also You can kind of hit confirm H fireballs at mid range with a cancel into M laser and then cancel that into blade rush and continue your combo from there


Also, sweep distance crmk into backwards tele is pretty much safe and gives him a pretty respectable runaway game if you can master it. Dizzy showed me this

He can play keepaway from glacius thunder and for the most part sadira, really well.
Orchids slide helps her quite a bit so I'm wondering if a fireball canceled into L laser will blow that slide up
You aren't keeping spinal out, but you have better footsies and cooler shit you can do with meter.
Sabrewulf matchup is going to take a lot of practice but I don't think it'll be too bad.
Jago's EX windkick obviously helps him but if you have meter it's a huge risk for him to throw it.

His zoning game is really complex and is going to take a long while before anyone really masters it I think. It's really cool though.

Btw With regards to chip, H fireball and EX fireball do the most damage on chip.
 

G4S KT

Gaming4Satan Founder
I wouldn't say jago and thunder are big problems just yet, sure they might be big problems to week old fulgores but give it time and I think Fulgore will actually have advantage in these 2 specific match ups.
Fulgore over Jago?
 

Qwark28

Joker waiting room
HK xx medium laser.
F+HP xx light laser, HP, MP, or MK xx blade charge, then either capitalize into a combo if they stop blocking or throw out a dp as soon as your blade charge animation is done and they're almost out of block stun. I got more, but class 2 stronk

Edit: Off topic, but if anyone hasn't seen an unbreakable with him yet here you go.

F+HP xx EX Laser xx EX Blade Charge, MP xx instinct --> plasma slice ender for 55% unbreakable. Gotta do that last bit really quick though
isnt mk blade charge interruptible with a cr lp into anything? laser is +1 and cr mk is 6
 

ShadowBeatz

Dropper of Bass and Bombs
You aren't keeping spinal out, but you have better footsies and cooler shit you can do with meter.
And this is exactly why I don't think this is the 8-2 match-up everyone was getting hyped up about. Fulgore can handle Spinal quite nicely if he plays more like Jago.

EDIT: Something else that I think is kinda being overlooked is how Fulgore's lack of meter is detrimental in a way to Spinal as well. Spinal's ability to pull off quick combos that involve 3 or 4 curses giving him free meter is a HUGE part of his game. I used to joke about it all the time, but Spinal without meter can be abused by good normals, and Fulgore's got quite a few of them.

Just my simple week 1 view after playing a lot of good Fulgores. I know a lot of the issues I have stem from just needing to get used to fighting Fulgore, but yeah.
 
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Kiss the Missile

Red Messiah
I've played nearly every fighting game that has graced the fucking earth, but for the life of me I CANNOT get a grip of Killer Instinct's combo system. Posting this here because Fulgore is the character I'm interested in. Now I've had the game for a few months but have probably played it for a combined total of 2 hours because of how much the combo system turns me off.g

My question is, do you guys make your combos on the fly (Which I can't do to save my goddamned life)? Or do you hop in with a set number of combo routes?
 
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ShadowBeatz

Dropper of Bass and Bombs
I've played nearly every fighting game that has graced the fucking earth, but for the life of me I CANNOT get a grip of Killer Instinct's combo system. Posting this here because Fulgore is the character I'm interested in. Now I've had the game for a few months but have probably played it for a combined total of 2 hours because of how much the combo system turns me off.

My question is, do you guys make your combos on the fly (Which I can't do to save my goddamned life)? Or do you hop in with a set number of combo routes?
IMO Killer Instinct has the best combo system of any game I've played. You can't get a hit and just let muscle memory kick in.

Everyone has their own tendencies. For starters, I usually like to lead with a heavy auto double to kinda gauge what kind of breaker my opponent is (random guess, read breaker, patient breaker, etc.). I'd try to find a combo pattern that is comfortable to you. If you like to go medium auto -> medium linker and you find your medium linker gets broken often, switch it up and go medium auto -> light linker. It's all just practice though. Execution wise, KI's combo system is not difficult at all. They're designed to work your brain, not your fingers.
 

Vagrant

Champion
I've played nearly every fighting game that has graced the fucking earth, but for the life of me I CANNOT get a grip of Killer Instinct's combo system. Posting this here because Fulgore is the character I'm interested in. Now I've had the game for a few months but have probably played it for a combined total of 2 hours because of how much the combo system turns me off.

My question is, do you guys make your combos on the fly (Which I can't do to save my goddamned life)? Or do you hop in with a set number of combo routes?
I go in with a basic combo and adjust what they break.

so for example if my basic combo is fhp l laser, H manual, H laser m manual, m laser, laser ender

and they start breaking the H laser. I'll either go for a counterbreaker on the H laser
or if I don't want to take the risk associated with a counter breaker. I'll change it to an M and hope he locks out

Anytime they lock out or I score a counter breaker I immediately change my combo to the most damaging and meter efficient in fulgores case.