TRIPLE DOUBLES
Combo Example: Heavy Blade Dash
Light Punch Triple Double
Heavy Blade Dash Linker
Medium Punch Triple Double
Heavy Eye Laser Linker
Heavy Kick Auto Double
Energy Bolt Ender
Heavy Charge Reactor
Description: In this example, we show Fulgore starting the combo with no meter. By using the Triple Doubles in the combo, we build 2 PIPs of meter. Then by ending the combo with Energy Bolt Ender and sending the opponent across the screen, we can quickly do a Heavy Charge Reactor, giving us a total of 5 PIPs for that combo. If we wanted to push our luck, we could hold the charge longer and try to gain additional PIPs of meter.
ANTI-AIR
Combo Example: Heavy Eye Laser
Shadow Energy Bolt
Heavy Charge Reactor
Description: This simple anti-air combo does decent damage, and it then allows Fulgore to replenish his meter! This basically allows you to recover your meter used in the combo by just holding the charge a little longer. From full screen, the Shadow Energy Bolt may miss, so you want to anti-air from about half-screen away for this combo to work.
SPECIAL CANCEL QUICK LAUNCH COMBO
Combo Example: Gravity Strike
Light Energy Bolt
Heavy Eye Laser
Light Energy Bolt
Shadow
Energy Bolt
Plasmaport
Heavy Plasma Slice
Combo Example: Gravity Strike
Light Energy Bolt
Heavy Eye Laser
Heavy Blade Dash
Shadow Energy Bolt
Plasmaport
Heavy Kick
Heavy Charge Reactor
Description: This combo does a small chunk of damage at the cost of one meter and 3 PIPs. The reason to do this combo, though, is because it launches very early and only uses special attacks during the juggle. As we aren’t using any normals post-launch, the remainder of the combo cannot be broken. In the second combo, we end with a Heavy Kick into Heavy Charge Reactor to regain some of the meter we used in the combo.
FULL METER DAMAGING OPENER
Combo Example: Gravity Strike
Shadow Eye Laser
Shadow Blade Dash
Light Punch Auto Double
Plasma Slice Ender
Description: Because Shadow Eye Laser pushes Fulgore away, following up with Shadow Blade Dash is the only way to combo with it. As the Shadow Eye Laser does not count as an Opener, the Shadow Blade Dash is considered the Opener, making both Shadow Moves unbreakable. This means the only break point is after the Shadow Blade Dash, giving us over 50% damage with only one break opportunity. The Auto Double can also be swapped out for a light manual or a different strength Auto Double.
THREE SHADOW MOVES IN ONE COMBO
Combo Example: Gravity Strike
Shadow Eye Laser
Shadow Blade Dash
Heavy Kick Triple Double
Heavy Blade Dash Linker
Heavy Punch Triple Double
Heavy Blade Dash Linker
Heavy Kick Triple Double
Shadow Eye Laser
Plasma Slice Ender
Description: Building off the last combo example, this one shows the potential of using Fulgore’s Triple Doubles in combo. Since each Triple Double builds a PIP of meter, if Fulgore starts with full meter (10 PIPs), he usually only needs two Triple Doubles to get another stock before the end of the combo. Because we special cancel Shadow Eye Laser into Shadow Blade Dash, however, we will need three Triple Doubles here. Beginning with this Heavy Opener plus the third Shadow Move in the combo, we end up doing 75% damage!
SHADOWS AND TRIPLE DOUBLES DURING INSTINCT
Combo Example: Jump Heavy Kick
Heavy Kick Auto Double
Heavy Blade Dash Linker
Heavy Punch Auto Double
Heavy Blade Dash Linker
Heavy Kick Auto Double
Heavy Blade Dash Linker
Heavy Kick Auto Double
Blade Dash Ender
Instinct Cancel at 21 hits
Shadow Blade Dash
Shadow Plasmaport
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Heavy Blade Dash Linker
Heavy Kick Triple Double
Shadow Blade Dash
Shadow Blade Dash
Heavy Blade Dash Ender
WALL SPLAT at 83 hits
Shadow Blade Dash
ULTRA at 88 hits
Description: In this example, we start at the center of the stage and combo the opponent to the corner. We then wall splat, but Instinct cancel before it completes to save the splat, then Shadow Plasmaport to combo them to the opposite corner. Since Fulgore is constantly regenerating meter during Instinct, if you ever land a combo on an opponent, you can pretty much continually Shadow Move after a Heavy Triple Double. The single PIP generation plus the Instinct regeneration of PIPs during the length of the Shadow Move usually gives you enough PIPs for another Shadow Move. We use this with his Blade Dash (Carry Linker) to carry the opponent to the opposite corner of the screen. Once close enough to the other corner, we use the Blade Dash Ender to wall splat, which puts them in danger. From here our Shadow Blade Dash gives us the opportunity to go straight into Ultra for the full life bar. Of course, this combo is extremely unlikely in match play, but with a couple of Counter Breakers, this could potentially happen.
ULTRA COMBO: 152 Hits
Combo Example: Jump Heavy Kick
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Heavy Blade Dash Linker
Heavy Punch Triple Double
Heavy Blade Dash Linker
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Blade Dash Ender
WALL SPLAT at 33 hits
Shadow Blade Dash
ULTRA 1 (38 hits)
Instinct Cancel at 49 hits
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Punch Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Punch Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Punch Triple Double
Shadow Blade Dash
Heavy Kick Triple Double
Shadow Blade Dash
Heavy Punch Triple Double
Shadow Plasmaport
Shadow Blade Dash
ULTRA 2 (118 hits)
Shadow Energy Bolt
Shadow Energy Bolt
Heavy Blade Dash (whiff)
Heavy Plasma Slice
ULTRA CANCEL
Description: In this Ultra combo, we take advantage of Fulgore’s Instinct regenerating PIPs to squeeze in more Shadow Moves for more hits without increasing KV. This allows us to get many more hits than other characters before the second Ultra because Fulgore will be able to use more Shadow Moves. Note the Ultra cancel here is for style but does not connect since the Plasma Slice pops Jago out of the combo. Since we have two PIPs left over after the Shadow Energy Bolts, you can use this to special cancel and end the combo with some style.