@SightlessKombat Here ya go, this is everything I got for tips on him. I don’t have frame data, I just generally know what is positive and what isn’t without the numbers. Anything can be improved on if you wish. I do have a YouTube channel that has my original guide, you can use any of that as a reference if you wish as well. Also on the list you have, for his instinct you do not have the Pip charge which is HP + HK while in instinct. Charges 1 pip.
Fulgore Move List: Controls are assumed player is facing to the right, or P1 for example.
D, DF, F - PlasmaBolt: Strength determines speed Light(Slow) - Heavy(Fast)
F, D, DF - PlasmaSlice DP: Light 1 Hit, Med 2 Hits, Heavy 3 Hits
D, DB, B - Eye Laser: Light Hits Low, Medium is neutral, Heavy Aims High
D, DF, F - Blade Dash: Strength determines distance, can be charged for better advantage on block and travel further
D, DB, B - PlasmaPort: Strength determines teleport in relation to screen position. Light goes left, Medium goes center, and heavy goes right. Even if you swap sides with your opponent, the teleports are still the same, heavy will always go right, light will always go left.
D, DF, F + Any 2 Punches - Shadow PlasmaBolt: Fires a 5 hit large bolt that beats all normal projectiles and Orchid’s Cats. Loses to Devastation Beam, Peacemaker. Trades with Most other Shadow projectiles.
F, D, DF + Any 2 Punches - Shadow PlasmaSlice: An invincible on startup 5 hit DP.
D, DB, B + Any 2 Punches - Shadow Eye Laser (Can be done in air) Out of combo this special pushes your opponent away, grounded version is relatively safe, can be shadow countered by fast travel shadows like Jago, Fulgore, Orchid, but will not get hit by slow ones like Triplax. The Air one can be canceled from a wiffed DP on block but characters with fast travel specials can still punish you so use wisely.
D, DF, F - Shadow Blade dash: Is a projectile invincible special that travels further than full screen if your opponent is backing up. It goes a long way and can punish projectiles full screen if timed right. Travels slower than wind kick but very effective.
D, DB, B - Shadow PlasmaPort: Is a 0 frame startup for the initial teleport which is fully invincible but, the attack portion is slow on startup and can be stuffed if not used as an active punish. It can under some circumstances miss characters who travel forward during their attack. Swaps sides with opponent if used as a linker.
Devastation Beam - D, DF, F + All 3 Punches: Fires a huge beam that hits 10 times and builds potential damage on hit or on block. Used to control an opponent to not jump, or keep them at bay for the zoning game. Scales dramatically if used during a combo, I believe it is best used after a wall splat since it is significantly less scaled than anywhere else.
Green: If you have all 4 green pips, your footsie game when walking forward is improved. You walk much faster.
Yellow: If you have all 4 yellow pips, your footsie game is once again improved. You walk much faster backwards.
Red: With full meter both of your dashes are dramatically improved. Back dash distance is nearly doubled and faster, forward dash is faster and can be held to travel nearly 3-4 character lengths and can be canceled into a throw.
F + HP - Axis slash: Fulgore’s form of double round house. Can be spaced so only 1 hit lands to be harder to shadow counter and canceled into specials.
B + HP - Gravity Strike: Fulgore’s overhead, slower normal but can be canceled into light laser on block for a high low mixup.
Auto Triples - By pressing your auto double button a second time Fulgore will attack with a 3rd spin speed building hit applied right to his auto double. His Lights are both the same speed for all 3 hits, His medium punches are slightly faster than his medium kicks, and his heavy kicks are slightly faster than his heavy punches for the 3rd hit only. The rest of his auto doubles are the same amount of time. So if you want more hits on a lockout, use heavy kick, if you want more time to drag out someones instinct meter, use heavy punches on round end.
As a Fulgore player myself, raw teleporting can have it’s advantages but, his teleports are never safe under any circumstances if your opponent has done nothing unless you put in extra effort to make it safe. Examples would be teleporting in place for a mixup, or throwing a projectile as some cover. Even the shadow one isn’t safe. If you want pressure strings, use lasers, if you want to go for a throw setup or dp frame trap use blade dashes, but remember, they are unsafe on block but can allow you to block in time if you use the light one in a pressure string. If they don’t press a button, then your dp cancel could be blocked.
His timing for manuals is the same for both of his linkers, use that to your advantage to keep your linker game harder to read. He does not have a Heavy Kick manual in combo. It will cause a hard knockdown regardless of where you use it. He only has a heavy punch manual.
Pip canceling fireballs can be both good and bad. Keep an eye on your meter, you’ll know when a Fulgore is a bit of a masher since they will randomly fire 2 or 3 projectiles rather than just the 1. You have to be aware since it doesn’t require a directional input to throw the second or 3rd, just a button press. You have to be in control of Fulgore to control the match. If you lose control it can be hard to get the match back in your favor.
To be the best Fulgore you can, you have to build up both a strong neutral game/pressure game, and work on a strong zoning game and knowing how to keep the space between you. If you are good at both, you can frustrate your opponent into making easy mistakes for you to capitalize on. Eventually you will feel like you can force them right where you want them and you will get it there. Once you do though, you have to keep them there.