3.8 suggested changes for Fulgore

Pulling out what I said about it earlier this year:

For my money, making it less free for fulgore to get to max meter and making his pressure a little less nuts definitely creates more meaningful decisions for him. The unfortunate side effect is…well, fulgore was one of the easier characters to play, a decent option for people not at the highest levels of play to pick. Giving him more meaningful decisions with his unique systems means there’s less margin for error in playing him, which makes him less accessible.

THAT BEING SAID…

There are some things I can agree didn’t work out as well as they could have. Infinite pip cancels was a much bigger deal with cancels from laser to fireball, as that was both a very strong pressure option and a good way to get mixups started from range. As it is I now see the main benefit of instinct mostly being the ability to charge pips–getting 2-3 pips from ending a combo or slipping one in during zoning is still pretty good–which is maybe less exciting than what it did before. It also doesn’t make much sense for his fireball/laser damage to be reduced now, I think.

[quote=“Paramisery, post:50, topic:20786, full:true”] Also, the notes say reactor speed wont be slowed for using energy moves and pip cancels during instinct, but it is!
[/quote]

?

“No longer prevents you from losing spin speed as you normally would when using energy systems or getting knocked down.”

I think you may have misread this.