Vagrant
Champion
L laser is +1 on blockI thoughthis lasers with zero on block and hit?
not plus one
L laser is +1 on blockI thoughthis lasers with zero on block and hit?
not plus one
I think this is def. the best "flowchart" example of how the combo system worksI 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.
That's a normal reaction. It will take at least a few weeks of playing regularly for the whole system to get properly internalized. Then you can start learning manuals.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?
F HP is only used up-close by Fulgore, so it would be nearly impossible or Spinal to react to with a slide (to an 8 frame move) or am I missing something? but if Fulgore throws it out from outside of hit range or in open play and Spinal decides to slide right on Q then possibly Fulgore gets beaten.Haven't tested, but I pretty sure I've hit him out of it a few times with Spinal's slide for a full combo
The move is not used only up close it's used in footsies because of the range it has.F HP is only used up-close by Fulgore, so it would be nearly impossible or Spinal to react to with a slide (to an 8 frame move) or am I missing something? but if Fulgore throws it out from outside of hit range or in open play and Spinal decides to slide right on Q then possibly Fulgore gets beaten.
as it stands, the FHP move is only looking vulnerable to shadow counters.
We need to play, it's been too long!!!!!on manuals, it's always best to not do the same manual strength as the next linker strength ... example: opener - H manual - H linker-... can be broken on H even if they mistime the breaker input. so I usually go with alternate strength of manual to linker, ex: opener - L manual - H/M linker. this minimizes their breaking window and locks them out.
PS: of course, this is not Fulgore specific...
host of other moves with better footsie properties than f HP I think ... plus vs Spinal if there is the slide than why would you throw out an f HP for footsie knowing that he'll beat it either from a read or a reaction or just throwing it randomly and deciding to burn meter to make it safe.The move is not used only up close it's used in footsies because of the range it has.
It loses to a wide array of low attacks that lower hitboxes.
No your not reacting to it. Just play footsies with the moves you know will beat it. Beating moves isn't about reactions as much as it is about anticipation.
Spinal does not have to slide "right on Q" he just has to slide. If he has meter he can cancel the slide into a shadow move to make it safer
Shadow counter is definitely not the only thing that beats this move lol.
Yeah man, haven't seen you online for a loooooong timeWe need to play, it's been too long!!!!!
Personally, I always jump the teleport on reaction, if the connection is shit though they get a move out first which gets on my nervesI'm liking St.LK best for tic throws and frame traps. Also for counter pokes since characters have so many low immune moves.
Resets with throw and the overhead are viable as fuck. Everyone falls for them. Unless your opponent is a masher.
Here's some filth if you have full meter and an instinct cancel (Which in most matchups should be what your trying to achieve while zoning). Just end the combo with like a L laser and go for the overhead reset into instinct cancel. During the freeze hitconfirm the overhead into Devastation Beam. You just did a 40% reset for one touch and because you did it immediately after popping instinct, you will soon have full meter again. I originally got the idea watching grimmz.
Blade charge is a better anti air than I initially thought, so is FHP. I still like CrHP the best for reacting to jumps though.
Honestly fireball xx crossup teleport, crLK xx L laser absolutely cleans house online. The opponent can jump or throw usually to beat it out but if you don't overuse it, they won't expect it alot of the time. Fulgore's teleport is weird to react to because of the invisibility, it's confusing to the human eye. For me at least.
I've got about 1000 games in with the character so far. Starting to get the hang of him. Lol I'm spoiled from just jumping people to death with Sadira.
all noted in my book of how to fuck up this robot.I'm liking St.LK best for tic throws and frame traps. Also for counter pokes since characters have so many low immune moves.
Resets with throw and the overhead are viable as fuck. Everyone falls for them. Unless your opponent is a masher.
Here's some filth if you have full meter and an instinct cancel (Which in most matchups should be what your trying to achieve while zoning). Just end the combo with like a L laser and go for the overhead reset into instinct cancel. During the freeze hitconfirm the overhead into Devastation Beam. You just did a 40% reset for one touch and because you did it immediately after popping instinct, you will soon have full meter again. I originally got the idea watching grimmz.
Blade charge is a better anti air than I initially thought, so is FHP. I still like CrHP the best for reacting to jumps though.
Honestly fireball xx crossup teleport, crLK xx L laser absolutely cleans house online. The opponent can jump or throw usually to beat it out but if you don't overuse it, they won't expect it alot of the time. Fulgore's teleport is weird to react to because of the invisibility, it's confusing to the human eye. For me at least.
I've got about 1000 games in with the character so far. Starting to get the hang of him. Lol I'm spoiled from just jumping people to death with Sadira.
Yeah the hitbox is great. I just wish it had a little more blockstun. I've had a ton of followups get interrupted by throws or jabs if I do the jmk too early.Personally, I always jump the teleport on reaction, if the connection is shit though they get a move out first which gets on my nerves
Fulgore's NJ MK is much like Adon's NJ HK and it's pure gold for neutral jump punishes vs Glacius, Teleport-happy Fuglores and Capcom brahs who tech throws when they shouldn't.
It's dependent on the height but if you do it too high to catch tech attempts and jump general button pressing then I'd either do a cr lp or a backdash while buffering DP incase they went for a crossup.Yeah the hitbox is great. I just wish it had a little more blockstun. I've had a ton of followups get interrupted by throws or jabs if I do the jmk too early.
Depends on the matchup and the life lead.When fulgores meter is fully charged, do you guys often just save it just to take advantage of his better movement?
how are you guys doing against Sadira ...?
this is by no means a bad matchup for Sadira, if anything it looks like a bad one for Fulgore, that H eye laser doesn't have a good hitbox and she can double jump it easy or even regular jump from midscreen distance, DP is not the answer to AA Sadira ... so she gets in on Fulgore from the start and it's an uphill task to get her off.
I need help in this matchup
That's simply his design. He's quite strong with meter. I'd be interested to see statistically how he compares on average to another characters meter gain in a match. His moveset is designed where you should be getting free meter on knockdown, you get tons of meter both times you use instinct (assuming you're in control enough to get your instinct off twice), and you should also get free meter by doing auto-triples as you close out the first lifebar. Again this is only speculation, but I feel like if you are proficient at doing everything I listed above that his meter gain is not that much different. If you are zoning with df Heavy then you have to accept you are giving them lots of free meter on block.Hi guys, real noob KI player here!
I play Fulgore for a while, and I freaking love him, but it seems that is unique properties that allow to charge his meter is more of an handicap then a good thing.
It seems that he can't do much when is under pressure and every character in KI gain meter by blocking attacks and specials.
Some informations comes from Iron Galaxy about Season 2 and some buff on Fulgore and his way to gain meter.
What do you think they'll do to him?
With meter he's really strong, but not gaining meter under pressure can be a problem.That's simply his design. He's quite strong with meter. I'd be interested to see statistically how he compares on average to another characters meter gain in a match. His moveset is designed where you should be getting free meter on knockdown, you get tons of meter both times you use instinct (assuming you're in control enough to get your instinct off twice), and you should also get free meter by doing auto-triples as you close out the first lifebar. Again this is only speculation, but I feel like if you are proficient at doing everything I listed above that his meter gain is not that much different. If you are zoning with df Heavy then you have to accept you are giving them lots of free meter on block.