So I tallied up the last year worth of patches for Fulgore and Hisako. I’m seeing a lot of dialog where people are basically suggesting that the frustration some are experiencing is unjustified and they should just deal with it. I believe Human Bias is certainly a thing and it plays a huge role in a persons perspective. In KI terms even if you’re self aware of human bias it’s still most likely playing a roll and your perception of characters. I think the game designers have an insanely difficult task of trying to be fair and eliminate any bias they might have towards one character or another. Anyways I compiled this (I called a bug a bug leaving my opinion on it being a nerf / buff out):
Fulgore:
3.3
Light Eye Laser is now -2 on block (was 0) Nerf
Medium Eye Laser is now 0 on block (was +2) Nerf
Heavy Eye Laser is now -10 on block (was -7) (This change ever so slightly Nerf weakens his pressure by forcing him to use Medium Laser to stay even on block, and makes using Heavy Laser without a pip cancel in zoning slightly weaker as well. Fulgore is still both an offensive and defensive powerhouse.)
Fixed a bug that could cause Fulgore’s Devastation Beam to detach from him he was moved out of place without being hit during the move. Bug
3.4
Cyber Uppercut no longer auto corrects to face the opponent when you pip cancel into it from any other special move. It will always face the way Fulgore was already traveling. (This technique is very strong, but was proving a bit too strong when Fulgore could change directions on a dime to punish you for jumping over him.) Nerf
There is now a minimum height restriction on Shadow Air Eye Lasers when cancelling into them from a Cyber Uppercut. (It was never intended for you to be able to do Air Laser so close to the ground that you became safe, let alone advantaged. This move should be properly punishable as intended now.) Nerf
Increased the Reactor Spin Speed penalty by 33% when performing Teleports. (Repeated teleports are going to have a slightly more noticeable impact on your total number of pips gained per game now, but the strength of Fulgore’s teleport in neutral and during mixups is unaffected.) Nerf
Ground Shadow Eye Beam pushes opponents away slightly farther and is now +25 on hit, allowing Fulgore to link into Heavy Blade Dash or Heavy Eye Beam from long distance for new combo opportunities. Buff
Fixed a bug preventing Fulgore from cancelling Heavy Eye Laser into Devastation Beam. Bug
3.5
Added missing counterhit windows on the following moves: Plasma port (QCB+K), Shadow Plasma Port (QCB+KK), Air Shadow Eye Laser (While in air QCB+PP) Bug
Fixed a bug where canceling a normal into Shadow Eye Laser sometimes gave you the linker version making it breakable. Bug
Fixed a bug where Fulgore’s Cyber Uppercut would autocorrect after the flash. Bug
3.6
Energy Bolt damage reduced by ~30% Nerf
Heavy Eye Laser damage reduced by ~37% [Fulgore is getting a bit too much damage off of his projectiles alone, so we are toning their damage output down to encourage a more varied play-style.] Nerf
Devastation Beam Potential Damage reduced by 30% (This pairs with the PD/Breaker change) Nerf
Instinct mode reworked:
No longer sets your spin speed to maximum. Nerf
No longer prevents you from losing spin speed as you normally would when using energy systems or getting knocked down. Nerf
Now gives you access to cost-free pip cancels for the duration. Buff
[Fulgore was simply building far too much meter. He could completely ignore his own meter mechanics until instinct was available to him, pop it, and be loaded for the rest of the game. This is a big change that will force Fulgore players to respect how their meter works (attacking to build and maintain spin speed, zoning and teleporting to deplete it). It is a berf, however, because Fulgore’s Instinct just got much scarier. If you use energy systems aggressively during instinct, however, you won’t gain much meter during the mode. We feel this change makes Fulgore play much more thoughtfully, and we are looking forward to your feedback after playing as, or against, Fulgore.]
3.7
Can no longer pip cancel Eye lasers into Plasma Bolts [Upon review, we felt that this ability simply made his zoning too strong, and that when used with his new instinct, lead to unwanted high damage 1 chance break combos.] Nerf
Fixed a bug causing Fulgore’s spin speed to max out when activating instinct despite us trying to remove that last patch. [The last patch said this would happen, but it didn’t, and it’s still causing Fulgore to get more meter than we expected internally.] Bug
Fixed a bug where Fulgore’s combo breaker would become vulnerable during the landing portion of its recovery. Bug
Fixed a bug where it was not possible to Shadow Counter with LK+MP. Bug
Fixed a bug where the Punishment message would not show up during the Air Shadow Eye Laser’s landing sequence. Bug
Fixed a bug where the time out win animation would finish too early. Bug
3.8
Can no longer pip cancel if the opponent is performing a shadow counter (We’ve all know this ability was too strong, but we didn’t want to adjust the entire pip cancel system just to make this behavior less common. Without getting super technical, the team didn’t really have a way to prevent this that didn’t break other parts of the character until recently, so we’ve finally made it so that you cannot use pip cancels to stop Shadow Counters. Pip cancels behave normally in all other situations.) Nerf
Medium Laser is now -3 on block (was 0), +2 on hit (was +5) and has 3 additional frames of recovery on whiff (A two hitting low that left Fulgore at a great range at 0 was a bit too good for one of the game’s best zoners.) Nerf
Crouching MK is now -2 on block (was 0) Nerf
Crouching LK is now -1 on block (was +1) Nerf
(During a frame data review, the team decided that these two moves were too strong to carry advantage on block when paired with the rest of the character’s toolkit.)
Lv2 charge of all strengths of Blade Charge inflict 1 less frames of blockstun
Lv3 (max) charge of all strengths of Blade Charge inflict 2 less frames of blockstun Nerf
(A little more frame data review convinced us to reduce the advantage on charged up Blade Charges just a bit. The move remains very high priority and intimidating.)
Medium Cyber Uppercut is now lower body vulnerable on frame 1, and upperbody vulnerable on frame 5 (Was fully invulnerable until frame 8) Nerf
Heavy Cyber Uppercut is now lower body vulnerable on frame 1, and upperbody vulnerable on frame 3 (Was fully invulnerable until frame 8) Nerf
(Upon review, the team wanted Fulgore to have to use his single-hit uppercut for invulnerability, and felt that having full invulnerability on the multi-hit versions was just too strong in matchups against Armored characters. If you attack low, Fulgore will now have to use a light uppercut. Medium and Heavy versions retain upperbody invulnerability, though for a shorter time, and still make great anti air attacks.)
Teleports start playing their invisibility VFX 4 frames sooner, causing them to end 4 frames sooner (We’ve heard your requests to make his teleport more visible, but this is the best we could do with the resources available to us at the time. It won’t make a world of difference, but it is something.) Nerf
Fixed a bug preventing charged blade dash from being breakable after an opener or normal because it counted as part of the previous move. Bug
Hisako:
3.3
Fixed a bug that allowed her to Instinct Cancel her Influence command throws. Bug
3.4
Fixed a bug that could cause followups to On Ryo Zan to be unbreakable if the first hit of On Ryo Zan whiffed. Bug
3.5
Added missing counterhit windows on the following moves: Influence (QCB+P), Shadow Influence (QCB+PP), Air On Ryo Zan (While in the air QCF+P), Shadow Air On Ryo Zan (While in the air QCF+PP) Bug
3.6
No Changes:
3.7
Fixed a bug causing Possession’s animation to slow down while cursed by Kan-Ra. Bug
Now showing the Recapture and Stagger attack properties for Shadow Air OnRyoZan in training mode.
3.8
Fixed a bug where catching low attacks with the instinct mode catch counter would result in performing the high catch counter attack, which would whiff some lows attacks. Bug
Fixed an issue causing her jump arc to change permanently after performing a wall jump. Bug
Final Tally:
Fulgore: 20 Nerfs – 2 Buffs – 11 Bugs
Hisako: 0 Nerfs - 0 Buffs – 6 Bugs
To conclude. I’m not interested in debating the balance. The point I want to make is a Fulgore main has looked at the same patches as a Hisako main with the same excitement each time they get posted. The difference is over the past year the Fulgore mains have been hit by 20 nerfs, where as the Hisako’s have received zero. Again this does not imply the balance favors one character or another, but it should give you some perspective on how a Fulgore main might feel frustrated. And that’s the point I want to make, if your character hasn’t been changed for a year please understand that your perspective is biased just like the guys perspective who has been nerfed 20 times. This is just an example of one set of characters but it exemplifies how different one persons perspective might be skewed from another and hopefully it servers to help people better understand each other so civil discourse can take place.