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Fulgore gameplay discussion

NRF CharlieMurphy

Kindergarten Meta
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.
I think this is def. the best "flowchart" example of how the combo system works

You always have to be adjusting. Right now people STILL use AD's as the adjustment... but i would guess that soon the only good "read" you'll get is to break a Linker.
 

Vagrant

Champion
Fhp, H fireball, H blade charge, looks to be unbreakable.

Because there's so much hit stun on H blade charge you could follow up with like Cr. HP manual, EX fireball. For a quick combo with respectable damage, an HKD, and only 1 break oppurtunity.
 

G4S KT

Gaming4Satan Founder
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?
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.

At this point I have a few "bnb paths" I like to take but a lot of time I freestyle my combos, including manuals
 

loogie

Kombatant
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
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.
 

loogie

Kombatant
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...
 

Vagrant

Champion
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.
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.
 

ProudDisciple

Average at Best
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...
We need to play, it's been too long!!!!!
 

loogie

Kombatant
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.
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.
 

Vagrant

Champion
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.
 

Qwark28

Joker waiting room
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.
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.
 

NRF CharlieMurphy

Kindergarten Meta
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.
all noted in my book of how to fuck up this robot.

Devastation Beam is a complete change of how he plays. It is super duper scary.
 

Vagrant

Champion
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.
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.
 

Qwark28

Joker waiting room
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.
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.
 

Vagrant

Champion
use crlp instead of stlk for tic throws. Doesn't push back as much and you can chain crLps so it gives you an additional mixup and, like st. LK it's +2 on block.

zoning slightly inside of H wind kick range and then backdashing out and waiting for them to whiff a WK and punishing is hella useful against WK and other far advancing moves like EX spin, SW run slide, glacius H and EX cold shoulder, thunder DP, and a bunch of others. Wait for them to get frustrated and whiff punish that shit.

Don't be afraid to check people dashing into you with a H blade charge. It's safe and it will surprise you how many times it blows people up. Makes them scared to walk forward.

Also you can hit confirm fireballs for 1 pip by immediately following up with H blade charge. H blade charge as an opener can be manualed with everything.

I'll be taking him to Ignite this weekend, we'll see how that goes.
 

Hellbringer

1 2 3 drink
When fulgores meter is fully charged, do you guys often just save it just to take advantage of his better movement?
 

Vagrant

Champion
When fulgores meter is fully charged, do you guys often just save it just to take advantage of his better movement?
Depends on the matchup and the life lead.

A full bar with an instinct cancel ready is probably one of the most powerful positions in the game so that's Ideally where I want to be. I try to save it unless I need to spend a bar to catch up, want to go for H fireball tele mixups, want to hit confirm fireball with blade charge, or know that an ex move will be a guarunteed hit.(like during the start up of a Jago ex fireball I know EX blade charge is a lock)

Or if I want a safer way to get up I'll cancel DP into EX fireball.

It all is really dependent on what my opponent has shown me, who has the lead, the matchup, and how hard/easy a time I'm having opening them up without meter.
 

loogie

Kombatant
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
 

Vagrant

Champion
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

This is absolutely a bad matchup for sadira.

H laser will keep her out of the air if you don't just mindlessly spam it. You can use it pre emptively or try to snipe her out of the air by spacing yourself appropriately she might get by once in a while without getting hit but then tip your hat to that player for making the right read.

Guess what you can do now? Well when she's in the air a H blade charge will safely get you to the other side of the screen wihile she's webclinging over. An EX blade charge will also do this and will clear any web balls in your way. Oh yeah I forgot to mention. Blade charge beats web ball. So you can still punish her with blade charge and EX blade charge when she's in instinct.

Oh and we haven't even mentioned teleports yet. If she's making her way over to you or is hanging out in the air don't hesitate to just teleport on over to the other side of the screen and make her do it all over again.

Has she given up on jumping and just tries to dash her way in? well good thing your blade charge is safe on block (sometimes advantage) and blows up dash ins arguably as well as Jagos windkick does.

She finally gets desperate and throws out an EX spin to get in? well because it's so easy to keep yourself at a distance with teleport and backdash and blade charge, you can whiff punish the EX spins with FHP or whatever you want.

Oh yeah I almost forgot,
AS SOON AS YOUR METER IS FULL THIS BITCH DOES NOT GET TO TOUCH FULGORE ANYMORE! BACKDASH AWAY, USE THAT OBSCENE HALF SCREEN FORWARD DASH UNDER HER JUMPS, TELEPORT IF SHE IS TRYING TO CLOSE YOU INTO THE CORNER, AND THROW FIREBALLS AT SPDERBITCH ALL DAY LONG.

...Whiff punishing is also easy mode too in instinct due to his forward dash being cancellable.

She is also free to non low meaties. So go ham on her after knockdown and throws and mix her up. IF she has instinct and you read that she'll web ball and backdash. Charge a blade charge and watch the salt fly.


This is a definite advantage matchup for fulgore. But if you don't know how to fight sadira or you panic when you play against her because your scared of her crossup shenanigans and mixups, you won't do well. You just have to stay calm and collected and methodical and use your tools at the right times.
 
@Vagrant As of the patch which brought in Sadira's Retro outfit (maybe the one for her 4th set) Shadow Recluse is upper body invulnerable (I have checked this in practise mode, she doesn't have an upper body hitboxes until after at least the 1st active frame). She is no longer free to all non low moves. However, much like with Spinal and Jago, upper body invulnerability won't mean invulnerability to non low moves, as many moves have hitboxes which intersect with both hurtboxes. Sadira will still have to block or backdash these moves.
 

supernumian

Triborg Enthusiast
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?
 

deathblooms2k4

Apprentice
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?
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.
 

supernumian

Triborg Enthusiast
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.
With meter he's really strong, but not gaining meter under pressure can be a problem.
Nothing that can be overwhelmed by a really good player but Iron Galaxy wants to buff Fulgore by gaining meter in an other way.
But I can't really figure how he can gain meter beside like the other characters do.