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(Fulgore Character Infobox) |
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{{ | {{KI2013 Character Infobox | ||
|name=Fulgore | |||
|image=KI2013_Fulgore_CSS.png | |||
|forward walk speed= 60f to cross two large training mode squares | |||
*42f with 10 pips | |||
|backwards walk speed= 100f to cross two large training mode squares | |||
*75f with 10 pips | |||
|forward dash duration= 18f | |||
|backdash duration= 18f | |||
|pre-jump frames= 5f | |||
|jump duration= 37f | |||
|landing recovery= 4f | |||
|advantage post grounded combo breaker= 0 | |||
}} |
Revision as of 11:10, 28 January 2023
Introduction
Fulgore PLACEHOLDER CHARACTER STORY
Fulgore PLACEHOLDER GAMEPLAY OVERVIEW
Strengths | Weaknesses |
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Universal Mechanics
Instinct
Blast Core: Fulgore can cancel his special moves into other special moves without spending a pip, and can build a pip by pressing HP+HK.
Combat Traits
Auto-Triples: Fulgore can follow up an auto-double with a manual of the same strength. These manuals increase Fulgore's spin speed.
Reactor Gauge: Fulgore's shadow meter is uniquely divided into 10 pips that fill up over time. Fulgore gains pips faster by using physical hits, and gains pips slower by using projectiles or suffering a knockdown. Fulgore can use these pips to chain together special moves. Shadow moves cost 4 pips.
Character Data | |
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Forward Walk Speed | 60f to cross two large training mode squares
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Backwards Walk Speed | 100f to cross two large training mode squares
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Forward Dash Duration | 18f |
Backdash Duration | 18f |
Pre-Jump Frames | 5f |
Jump Duration | 37f |
Landing Recovery | 4f |
Advantage Post Grounded Combo Breaker | 0 |