G4S KT
Gaming4Satan Founder
DH too smart for usNo, nearly the first thing I tested lol
DH too smart for usNo, nearly the first thing I tested lol
So technical thoIf I see one more person say this character is "technical" i'm gonna puke
He def. looks like a character that makes his opponent move how he needs them too because of the nature of his projectile(s).
I PUKE ON YOUR TOILET SEAT!!!!So technical tho
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 manualsOkay. 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?
Damn bro you cut me real deep.. But forreal when we playing some LobbiesI PUKE ON YOUR TOILET SEAT!!!!
Wow! You have to hold it! Oh man! Why didn't I think of that! Thanks a bunch. It was driving me crazy.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
Omg... He has a 3rd hit for every button!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
?1) F+HP is such a great move. Similar to Jago's F+HK. It's -4 on block
Mmm I thought I saw -4. Welp that's even better lol?
The training mode frame data and the prima site both have it listed at +3
Are you certain?
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.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.
Yeah this and fireball ender into H meter charge are the best I've found for keeping meter.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
Lol I was about to post the exact same thing lolOkay 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.