Manuals and spin speed

But it builds less then a level 3 damage ender.

If you really want that extra spin speed from a heavy DP remember that you can combo the non ender version as a manual at any point during a combo. One of the benefits of having a move with such fast start up. It won’t cash out but you’ll get that spin speed bonus. Plus it’ll leave you with all that white damage for a reset.

I wouldn’t call it huge damage
 The difference you get in poke potential from a setup ender which can lead to another combo definitely outweighs the difference you’d get not using the damage ender especially if it ends up being a counter hit. Once I get the video together, hopefully it’ll explain better than I can in text.

The objective of an ender for fulgore is:
1-Damage(dp)
2-setups (wall splat or fireball)

Laser ender has some uses but more situational

Fulgore can play both rushdown and zoning. His meter restrain him in both areas. A battery ender its not what he needs, it would be op, even if only speeds up reactor. Your reward its the damage, in the same way your ad, auto triples and phisical attacks rewards you with reactor speed. IMO his meter gain its ok, because he needs to think twice when he can spend meter in defense, but he cant go nuts in offensive. Fulgore has to set his own speed to the rival, not finish as fast as possible.

I do agree that his auto triples need something. I have some ideas, but all end in being overpowered or irrelevant.

Yes, but you started out comparing his damage ender to a naked DP, or a short juggle combo DP. I’m just saying that the purpose of the ender is to cash out. It’s a heck of a lot more damage than just dropping the combo. The various strengths and weaknesses of each ender is a totally different discussion.

I lol’d. Light eye laser is +1 on block. It’s so safe that it’s a frame-trapping tool, basically a medium laser sword that hits low. You should use it a lot.

EDIT: also plus a billion on hit. You can get a far standing heavy manual off of it.

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Speaking of frame traps after laser does anyone know why sadira’s lk will beat out fulgore’s? Shes the only character that escapes the trap every time and frame wise it just doesn’t make sense.

I think manuals while harder to perform should reward you with more speed but it does eliminate the risk-reward factor. Which is probably why it’s like this. Just remember to use your counter breakers if you keep getting broken. I also reccomand that you lay into them with your pokes and stuff to get things going.

Sure you can have two pips. But what vital ability will Fulgore lose?

it sees everytime people as for a buff Fulgore loses something that others will get mad about in the future.

Are you talking about HP Lazer? will Sadira can easily double jump over it. She’s the only character that for some reason I can’t ever hit with that thing. Plus DP is pointless aainst her thanks to her daggers. blocking and attempting to punish is met with down MK. For the most part this alone makes Sadira one the tougest one for me. But that’s a topic for another time.

I personally think he should gain back his charge. Make it speed up his reactor gauge. With some balance of course.

I disagree. To do so he will probably lose something good in return. Plus you have characters like Kan-Ra who can place a sandtrap ANYWHERE. Maya’s dagers are fast. and Riptor is really quick to get on you. Plus we have no idea what kind of stuff season3’s cast can do. I don’t think we should get that chare mechanic in the case that Fulgore will only be much more vulnerable. That and you have to stop the fight to charge in which case you will be vulnerable for the entire time you’re doing so. It’s still risky to do this even in Instinct mode.

This coming from someone who had gotten pretty good with S1 Fulgore before S2 rework. Plus you shouldn’t have to worry about getting a ton of meter right of the bat because there’s alot you can already do with just two pips if need be.

True. I would just make a few tiny adjustments here and there. For example. He can charge in instinct but only for one pip. He should be able to hold it as long as he wants.

I think they made a pretty active choice that Fulgore has to stop zoning and rush you down to get meter (outside instinct). That’s cooked deeply into his current design, and giving him access to manual spin speed charging from full screen really goes against that. I mean
 maybe he’ll change a bit in S3 and get something like that, but they’d have to change the philosophy behind the current design a bit, so I don’t see it happening.

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I’m comparing the spin speed gain, not the damage achieved. Once the video is ready you’ll see. Twitch has been having problems storing the stream so I can export it so I haven’t been able to get it. I’ve tried recording twice now since last night to no avail. I’ve also noticed another abnormality. His Laser Linkers are now awarding spin speed in combo, which has never happened before. The main thing I’m trying to get across is, you earn significantly and I mean a large amount more spin speed out of combo for each hit you land, direct or on block, than you gain in combo unless you do an auto triple. Auto double’s don’t even compare. I knew it was off by a bit but not as much as what I saw trying to record. To put it simply, if you land a cr hp into heavy dp, you earn more spin speed than 5 heavy auto doubles 4 blade dash linkers and any ender. But it is very hard to explain in text, I’m not looking for damage, or anything like that, everything I’m trying to relate is spin speed oriented. His spin speed in combo just plain sucks unless you do auto triples, and when you see the video once twitch actually cooperates, you’ll see. Otherwise just go into the lab, do a combo that just uses auto doubles, and cash it out with a DP. Watch your spin speed, then just do Cr Hp into heavy dp and watch that spin speed. I know what’s happening to an extent, lights, mediums, and heavies out of combo have properties for spin speed, but everything in combo adds the bare minimum per hit unless it’s the 3rd hit of an auto triple, so pretty much what you’re gaining in combo is the lowest value towards spin speed regardless of strength where outside of combo the spin awarded per hit is significantly different. I’ll try recording again tomorrow afternoon and I can only hope it actually gets recorded, otherwise I’ll have to rely on game dvr and voice over


Just a suggestion, if you’re having problems getting footage through twitch just use the xbox’s record function and then upload directly from the youtube app.

They always have. Go find a video from the rebalance patch on, anything 1.11 or season 2, you’ll see.

I can confirm this is true. It was the first thing I checked when I took Fulgore to training back when S2 launched.

I guess he doesn’t expend much juice to shoot things at point-blank range. What about his projectile enders?

You’re not seriously trying to suggest that pressure is a thing you have to choose to do instead of a combo, are you? Like because you’re not gaining as much spin speed during the time interval where your attacks are connecting, you’d be better off falling back into block pressure for that duration instead? I mean, that’s not really how fighting games work.

There’s no solid rule which says that each player gets a set amount of time each match to pressure and/or combo and any time spent pressuring is time you forgo doing damage to your opponent. If anything, opening up your opponent early in your pressure string probably means you’ll be applying more pressure down the line, because they’ll be going into knockdown and then oki, which favours you (especially in KI, where the offense is even more favoured), so you’ll probably be pressuring them and/or beating them senseless again soon.

Also, seriously, you’re piling on damage in a combo, and you’re worried that you’re giving up getting potentially more spin speed buffs that you could be getting on block? If every time I press a button I land a hit, I’m going to be pretty ■■■■■■■ happy. The objective of the game is to reduce your opponent’s life total to zero before they do the same to you. Stop worrying about losing four or five upticks to your reactor and win the ■■■■■■■ game.

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yea and consider manuals gives you even less meter


yes but laser linkers still yeild much less spin than dash linkers