Personally I would like him to have to use 2 pips to pip cancel, that to me would be fair for his cancels and make them a little less regular and his meter management a little tougher.
It takes up 4 pips not 3.
Gotcha⦠Then we need to make it 5 pips and or replace Fulgore with a Ninja Apple Fritter.
Or you know make his devestation beam his only shadow move.
FHP nerfed, MP laser nerfed, LP Laser nerfed. HP laser Burfed. HK nerfed.
The HP Laser has a ridiculous amount of startup and recovery. This post reminds me of the new players who complained about the extremely punishable call of the sky Thunder had for a while.
Fulgore is strong sure but I donāt see how heās stronger than he was season 2. Furthermore the KI cast is littered with really strong characters right now.
I find it hard to give OP any sort of credibility when I see him complaining about TJ nerfs. Wait until you guys see some of the dirt TJ has.
For what itās worth Iāll gladly give up heavy laser for a normal that causes flip-out.
ā¦but I thought thatās how they get insta-DP after teleportā¦
Iāve never been able to react to it fast enough, though. Iāve been having to predict it to avoid it.
Keep trying I assure you itās react-able. The only times I typically use it is when I already have a fireball on the screen that my opponent is dealing with.
I tested its speed in the lab, and it is indeed slow. Then again, Iāve only fought 1 Fulgore thatās really used it since the start of S3, and I did it with Aganos (who was probably slowed because of his chunks).
Appearances to the contrary, the DP after teleport is not instant. You can actually put out a crouching LK or similar button and punish him for teleporting before he gets to do anything. The timing is strict, but if you get it right itās a guaranteed punish on Fulgore for appearing next to you.
As an Aganos player Iām not sure how helpful this actually is. Flick is pretty fast though and has little recovery, so thatād probably be your best bet if you wanted to do something similar.
But yeah - the mixup @MrxFlutterShy described isnāt actually very good I donāt think. Fulgore reappears before he can start charging up the heavy laser, so itās still pretty reactable.
He magically appears already doing an invincible DP or throw. Unless I block the DP or tech the throw, which is still an easy 50/50 mixup for him BTW, thereās nothing the golem can do (well shadow ruin or shadow pulverize, I guess, but thatās still 50/50 AND is also subjective to the teleport if he crosses up).
You can hit him in the gap between the teleport and the DP. People arenāt ready so when they notice,it is too late. If you pay attention,you can notice the gap. Now a good Fulgore can fake it out.
And Iām telling you that he is not actually āalreadyā doing either - there is a (small) gap where he is completely vulnerable after teleport. Jagoās cr.LK is a solid button to fish for the punish to a wanton teleport - Iām unsure of flickās frame data, but itās probably Aganosās best button to do the same.
Iām not saying itās perfect for all situations, and Iām certainly not saying itās easy. But itās something I would definitely recommend trying to learn. That fight sucks for Aganos in general, but learning to punish teleports would make it suck at least a little bit less.
I imagine the LK would be better and Iād have to anticipate it (do it as he teleports before he reappears).
You know his buttons better than I. But yes, you throw out the button as he disappears from the other side of the screen.
Iāve been a Fulgore main for a long time, he is a great character but the main thing holding him back in the past was overall damage output. His was very low even with shadow used in combo. Also his instinct, which basically only grants meter and nothing else only serves that purpose. So with those 2 factors, I argue that the rest of his game should be better to compensate.
The only other instinct in the game that is relatively underwhelming to me is now Glaciusā instinct. Since armor is ignored by grounded heavies.
Fulgore didnt get much for changes. He did get heavily neutered to crossups and deep jumpins. He is also very vulnerable in the corner. People have complained about his pip cancels from shadow counters, shadow counter normals. Or reversal it instead. There are ways around his stuff just like there were ways to deal with Kan-Ra when he was op. There are not enough Fulgores for people to learn all the tricks he can do. Thats also a matchup benefit of playing him.
He also takes a lot of work to get good with. You have to control the match yourself with proper spacing and placement of abilitiea. You dont get freebies through gimmicks. Any mistakes leave you with an opening if its not well calculated. The removal of his neutral med laser also hurt his game against heavy rushdown in footsie range.
The other big thing is his meter management. While characters like Jago and Shadow Jago have a near infinite supply of meter and used to out damage Fulgore with battery enders, he has a weakness to early pressure. Or being under pressure in general. Everyone else in the cast is awarded meter for every block, hit, and throw they tech. Fulgore loses spin speed in all of these situations basically punished where everyone else gains. So that as well leads me to believe his offensive department should be better. He isnt going to have the access to shadow counters most have, so he in turn should be harder to shadow counter. His damage output is a little lower than everyone else, so his setup and tools should be a little better. He has good mixups, but he cant control all the space he used to. Ill tell ya now that Rash is a pretty hard counter to Fulgore. The few moves of mobility and armor allow him to take advantage of all his weaknesses rather easily.
tried it mashing light ights doesnt beat a dp ateleport dp ever, its counter hit everytime
@EMPERORNIMROD is right. His DP hits the very moment he appears from his teleport. Iāve tried to attack early, as he vanishes, but it does no good unless heās standing next to you as he does so (where you can hit him out of startup frames). Furthermore, now that I realize that he doesnāt need the pip cancel to do it means that heās not using up resources.
The best strategy, IMO, is to block and be ready to tech a potential throw, if necessary.
when trying to navigate the obstacle course of a full screen laser and multiple fireballs its easier said than done to block that and be ready to tech the throw consistently
I will test this soon but I am pretty sure you can be hit out of it. This happened to me a few times.