Also, every character builds more meter on block than they do on hit. So it makes sense that Aganos gets more spin speed on block than on hit. It’s not out of line with the game.
New mechanic for Season 3: Aganos’ Pulverize gets faster as the match goes on. Insider information from Infil confirmed.
lol, that’d be pretty cool actually
Alright here’s the video, twitch finally cooperated for me. I mainly just showcased the Dp portion in the video since that is the the part I wanted to get across the most. As far as his linkers, they add the same spin speed regardless of what strength you choose, and both his laser and dash linkers add the same amount of spin speed, the difference if any is negligible. I know most characters earn more meter(spin speed) on block, and that is true for Fulgore as well, but, on hit heavy dp out of combat, vs just about any combo without auto triples, the heavy dp out of combo will yield more.
I am not, I’m saying that he earns more spin speed here than anywhere else but, in order to actually earn more meter, you can’t use your frame traps since they slow your meter gain and actually give them more than you’re earning in the long run. You can use a few frame traps to try and get a combo, but as I pointed out in the video, unless you get a counter breaker, or use nothing but auto triples, the amount of spin speed you will earn just doesn’t cut it.
Fulgore is already high risk/(high reward?) the part I’m not seeing is the reward. You spend your spin speed on frame traps to earn a combo, yeah the ultimate goal of the game is to get damage, the best damage in the game are shadow 1 chance breaks. Yeah Fulgore has great counter hit potential, that’s probably going to be your primary source of damage, or 50/50 mixups, but doing those spend your spin too. You have to stop your vortex and put aside your best rushdown pressure to accumulate spin speed by playing neutral.
Um, no other characters even have a spin speed - only Fulgore…
Spin speed/meter… I’m tired…
@SullenMosquito I can see what you mean. Perhaps this is an oversite and wasn’t intended? granted taking more of a risk and getting your reward makes abit more since. But you’re saying you’d rather Fulgore get rewarded based on skill with less risk.
I can kind of see a possible nerf going if this does become a thing, though part of me really does think this would be good.
I’ve understood what he was saying for quite a while. It’s not a bug - it’s very much intended in Fulgore’s design. If you want to maintain high spin speed, then you need to back off a bit and play reactorless neutral, or utilize a style of pressure that only incorporates actions with a positive affect on spin speed. The game absolutely is trying to force the Fulgore player to make a conscious decision on what his priorities are with respect to meter vs damage. To get appreciable amounts of meter, you do have to take the risk of utilizing the auto triple mechanic, and then you have to back off enough to capitalize on the flywheel nature of the reactor gauge. This is hard, and is meant to be, because Fulgore with appreciable meter is a monster with gobs of utility. The “buff” to reactor spin on stray hits is a way to reward neutral play, and give the Fulgore a way to build at least a modest (or large, for heavy dp) amount of spin for landing actions that are inherently more risky, as any neutral situation is by definition. The devs want Fulgore to always have to be comparing whether he wants damage, pressure, or meter for later options or passive movement buffs - it is an additional wrinkle to his particular risk/reward suite of options. To somewhat balance this, he gets unlimited max meter twice a fight regardless of what options he chooses.
(As a note Sullen, I’d be curious to know if the reactor spin speed scales the way KV level does - ie does a combo begun with an HP hit confirm build spin more efficiently that one begun with light laser? That could also play a role in maximizing spin speed on offense.)
I honestly don’t know why this is still a thing
It is not, and it isn’t even close. Even for a relatively higher damage character like Jago shadow one chancers are simply not great damage. You can eat 3 or 4 of those per round before he takes your lifebar. And that’s Jago - Fulgore does considerably less and has far better options for his meter. You can say that they are the safest way to build damage, you can say they are the most efficient (still debatable), but it is simply not true that it’s anywhere near the best damage option available to anyone across the cast. You force yourself into playing with limited resources to do it, with the expectation that you will repeatedly open your opponent up on their wakeup. Maybe it’s a good bet, maybe it’s not - but the fact remains that the one-chance style of play forces you to play far more neutral and oki within a match simply because the amount of damage you do when you get it right is so small. And that’s not a Fulgore-specific characteristic of that style, and because of how his pressure usually operates (pip-cancel pressure) he’s more hurt by it than others.
It does not, the first all heavy combo I started was with a jump in heavy.
Yeah, I understand that much but, what doesn’t make sense to me is a character with damage as low as Fulgore’s and as meter dependent as he is, to not be able to do frame traps like other characters and get meter like they do. I can Lose with Fulgore where I would win with Jago just simply based on the damage difference. The same with Aria, or TJ.
Yes, but, when earning meter towards that mobility is gimped as much as it is for him compared to earning meter for the rest on top of doing more damage faster, I’m not saying he needs a drastic spin speed increase anywhere. His Dp out of combo adds a boatload of speed, so why not make his Dp ender grant spin speed based on ender level since going for a higher ender level is a risk, and the reward should be spin speed since he sacrificed a setup. If his ender levels granted less spin speed than the raw versions but a level 4 granted as much as the raw dp, and subsequent were a little less, that would help. He basically nets no spin speed in combo because the length of his enders, already start his spin speed decay since you are not actually active. Which is why that 13 hit all heavies combo doesn’t give you any spin speed. It all decays with the length of the ender because the ender doesn’t grant any bonus spin. His level 1, 2 and 3 grant a little spin speed so he can move before decay starts.
I don’t want to sound like a broken record, but… it’s because Fulgore can use meter for way, way, way more than any other character in the game.
That’s why he does lower damage and that’s why he doesn’t meter as quickly.
I feel like you keep conveniently forgetting this point when you discuss Fulgore. ![]()
Tools tools tools, yes I know about them, but to use them you need meter first. One of my favorite strings is St Lt Lt Laser and look for the shadow counter to DP, everyone always responds like those tools are so gamebreaking that he should be nerfed even more. Once Shadow Jago comes out and his damage is 15-20% stronger than Fulgore with pretty much every tool available I’ll just watch every Fulgore disappear for him since he will be significantly better until his inevitable damage nerf. No Shago won’t have a raw teleport but he still has one nonetheless, on top of a recap and air fireballs. The only way to balance him would be to have him without a battery ender but being created out of Jago’s skill/tech base I don’t see that being the case.
Fulgore uses his meter similarly to how Spinal uses his skulls but still maintains a normal shadow meter with more damage and resource vamp. The only difference is Fulgore has better neutral and a wakeup. I’ve already been trying to learn a new character. Pretty much everyone knows to just pressure Fulgore early and get knockdowns to make him pretty much useless until he gets his instinct and then it’s nearly round 2 if not already.
Shago won’t be able to literally take control of the match from anywhere on the screen for virtually no cost. He just won’t, I’m sorry. You are speaking in ridiculous hyperbole to try and self-fulfill a prophecy that only you believe in.
And there are very few characters who are gonna be able to freely pressure Fulgore at the start of the match. He has a 3f invincible DP that costs no meter, one of only 4 characters who can do that. If you can easily pressure Fulgore at the start of the match, then you can easily pressure everyone in the cast. “Make him pretty much useless” is an insulting generalization, Sullen, and you know it. You state things like “The only difference is Fulgore has better neutral and a wakeup.” off-the-cuff and easily dismissed, as if these two things aren’t the most important things in all of fighting games.
Fulgore is extremely competent without meter and super, super, super good with meter. I literally don’t know what else you want. He is the complete package.
I aree with this on a few manners: While I admit Fulgore’s damage is a teensy bit lacking for my taste (3% buff really)
His tools are still good despite the nerfs that he got. It’s not impossible to win.
Also: @SullenMosquito what you say is true. But if this is the case, why not take steps to makesure you don’t get pressured in such a way? Fulgore isn’t perfect sure, and of course he isn’t going to be the biggest bully on the block, but if ya keep on your toes it shouldn’t be impossible.
Even in season1 however you can get all the meter in the world, the thing is though if you were getting your butt kicked in the first round it still recreated that same situation you mentioned with the meter and first round. Only difference is you had to stop fighting for a second to charge up.
I think the way he gains meter is fine as it is, because usually I don’t ever have trouble and I can function in the fight just fine with only two pips. If I use it right I can open it up in a way that gets me even more meter.
[quote=“TheKeits, post:36, topic:1772”]
If you take no actions, the spin speed will stay steady, and after a timer, it will begin to slowly decrease.
[/quote]Wow, I always thought that spin speed started decaying after your attack landed. I didn’t know it stayed steady for a bit. I’ve been trying to get better at Fulgore and now I think I’m gonna try less zoning and setups and try being more patient, let my resource build like Hisakos wrath would. I don’t suppose you’re at liberty to say how long the “timer” lasts after a hit connects, are you?
That’s what I started to do the moment season 2 started.