FULGORE SPECIAL MOVES

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Killer Instinct Official Digital Strategy Guide
for Xbox One

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TRAINING

JAGO

SABREWULF

SADIRA

GLACIUS

THUNDER

ORCHID

SPINAL

FULGORE

PATCH NOTES

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FULGORE SPECIAL MOVES

Blade Dash

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Blade Dash

Mid

10

8

9

22

2

-2

Higher level travels farther distance

Light Blade Dash Lvl 1

Mid

10

10

9

22

2

-1

Light Blade Dash Lvl 2

Mid

12

29

9

22

3

1

Light Blade Dash Lvl 3

Mid

14

51

9

22

4

3

2

Medium Blade Dash

Mid

12

10

24

22

3

-3

Higher level travels farther distance

Medium Blade Dash Lvl 1

Mid

12

12

23

22

3

-2

Medium Blade Dash Lvl 2

Mid

14

31

23

22

4

0

Medium Blade Dash Lvl 3

Mid

16

54

17

22

5

2

3

Heavy Blade Dash

Mid

15

12

9

22

4

-4

Higher level travels farther distance

Heavy Blade Dash Lvl 1

Mid

15

14

37

22

4

-3

Heavy Blade Dash Lvl 2

Mid

17

33

37

22

5

-1

Heavy Blade Dash Lvl 3

Mid

19

56

37

22

6

1

4

Shadow Blade Dash

Mid

10, 10, 10, 10, 25

3,3

44

19

5

1

Projectile and Throw Invulnerable

Command:

Opener:

Linker: / or Hold (/)

Ender:

Shadow Blade Dash: x2

Hit Level: Mid

Description: Fulgore dashes forward with his blades extended. If you hold the attack button, Fulgore will travel farther faster. Aside from the charged version, the Light version travels the least amount of distance while the Heavy version travels the farthest distance. When fully charged, the Heavy version can travel full screen. Generally, the longer you charge it, the more positive it is on block, with the charged Light version being the best to set up frame traps on wake up. All versions can be special canceled into Plasma Slice, but only on whiff, at the cost of 1 PIP of meter.

Shadow Version

The Shadow version hits 5 times and is projectile and throw invulnerable until recovery. This is Fulgore’s only option for projectile invulnerability.

Linker

As a Linker, Blade Dash is Fulgore’s Carry Linker. Use this when you want to push your opponent closer to a corner during your combo.

Ender

Blade Dash as an Ender is a Carry Ender. Use this to wall splat then mixup the opponent in the corner, or use it to push the opponent farther away from you and go back to zoning.

Energy Bolt

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Energy Bolt

Mid

16

15

NA

26

3

-6

2

Medium Energy Bolt

Mid

14,14

15

NA

23

2

-5

3

Heavy Energy Bolt

Mid

12,12,12

15

NA

25

1

-4

4

Shadow Energy Bolt

Mid

12,12,12,12,12

5,2

NA

37

89

-11

Hard Knockdown

Command:

Ender:

Shadow Energy Bolt: x2

Hit Level: Mid

Description: Energy Bolt is Fulgore’s primary projectile. The Light version sends out 1 projectile, the Medium version sends out 2 projectiles, and the Heavy version sends out 3 projectiles. Any version can be special canceled into Plasmaport, Eye Laser, Blade Dash, or Plasma Slice at the cost of 1 PIP of meter.

Shadow Version

Shadow Energy Bolt is a multi-hitting variation that hits 5 times. This is very useful for juggles, as it keeps the opponent in place in the air. (See the Combo section for an example.) It is also worth noting that the Shadow version is the only Energy Bolt that causes a hard knockdown; all regular variations leave the opponent standing.

Ender

Energy Bolt is a Launcher Ender; however, it is more of a horizontal launch than a vertical launch. You can follow up with a juggle in the corner, but if you use it in the open, then it’s best to follow it up with Heavy Charge Reactor to build meter.

Plasma Slice

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Plasma Slice

Mid

18

3

9

48

KD

-41

Invulnerable on Startup

2

Medium Plasma Slice

Mid

22

3

9

50

KD

-41

Invulnerable on Startup

3

Heavy Plasma Slice

Mid

26

3

9

57

KD

-43

Invulnerable on Startup

4

Shadow Plasma Slice

Mid

11,12,12,12,31

3,0

3

56

KD

-42

Invulnerable on Startup

Command

General:

Ender:

Shadow Plasma Slice: x2

Hit Level: Mid

Description: Plasma Slice is Fulgore’s uppercut that has invincibility on startup. It starts up in 3 frames, which is the same as Jago’s and functionally works the same as Jago’s as well. This is useful for anti-air situations or to break through meaty attacks on wakeup. It cannot be canceled into any Special attack, but it can be canceled into Shadow attacks.

Shadow Version

The Shadow version of Plasma Slice is a multi-hitting variation of the original.

Ender

This is Fulgore’s Damage Ender, so it is useful if you don’t need to build meter. Generally, you will not want to use this unless you have at least one full stock of meter. Without meter, Fulgore can be frame trapped repeatedly, so keep this in mind when picking an Ender for your combo.

Eye Laser

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

1

Light Eye Laser

Mid

12

13

4

13

4

1

2

Medium Eye Laser

Mid

12

14

5

13

3

-2

3

Heavy Eye Laser

Mid

12

15

7

13

KD

-3

4

Shadow Eye Laser (Ground)

Low

12,12,12,12,30

5,2

2

50

5

-3

5

Shadow Eye Laser (In Air)

Low

10,10,10,10,30

5,2

2

51

NA

NA

Command:

Opener:

Linker: / or Hold (/)

Ender:

Shadow Eye Laser: x2 (can be done in air)

Hit Level: Light (Low), Medium (Mid), Heavy (anti-air)

Description: Eye Laser is Fulgore’s laser projectile. The different strengths of Eye Laser change the hit level of the attack. The Light Eye Laser hits low at the opponent’s feet, the Medium Eye Laser is horizontal but does not go full screen, and the Heavy Eye Laser shoots upward at a 45-degree angle, making it useful as an anti-air. The Eye Laser can be special canceled into Energy Bolt, Plasma Slice, Plasmaport, and Blade Dash for the cost of 1 PIP of meter.

Shadow Version

The Shadow version is a multi-hitting variation, hits low like the Light Eye Laser, and can be used as a Linker, but not as an Opener. The Shadow variation can also be used in the air; however, it does not allow for any follow-up from the air. The ground version can combo into Shadow Blade Dash. (See the combo section for an example.)

Linker

The Eye Laser as a Linker is Fulgore’s most damaging Linker next to his Shadow Linkers. Shadow Eye Laser can also be used as a Linker. The Light version of this Linker is very fast, making it useful to throw off your opponent’s break timing.

Ender

Eye Laser Ender is a Launcher Ender, useful for juggling your opponent post-combo. End the juggle with Standing Heavy Kick to push the opponent across the screen to give you time to build meter with Heavy Charge Reactor.

Plasmaport

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Plasmaport

NA

NA

12

14

9

NA

NA

Teleport to left side of screen

2

Medium Plasmaport

NA

NA

12

14

9

NA

NA

Teleport to middle of screen

3

Heavy Plasmaport

NA

NA

12

14

9

NA

NA

Teleport to right side of screen

4

Shadow Plasmaport

Mid

8,8,8,8,8

10,10

2

28

4

-2

Teleport behind opponent and attack

Command

General:

Shadow Plasmaport: x2

Shadow Linker: x2

Hit Level: Mid

Description: This is Fulgore’s teleport. Where you end up on the screen is dependent upon which kick button you use. Light Kick will always take you to the left side of the screen, Heavy kick will always take you to the right side of the screen, and Medium Kick will always take you to the center of the screen. It can take some practice to figure out where the Medium Kick version will take you, but generally it is aiming for the center of the screen. Generally, if you are close enough to your opponent and closer to the corner, you can cross up your opponent with a Medium Plasmaport. Unlike Spinal’s teleport, which is invulnerable to everything but throws on the way down, Fulgore’s is only invulnerable when fully invisible. This means you can hit him both going into and coming out of the teleport.

Shadow Version

The Shadow Plasmaport teleports Fulgore immediately behind the opponent and does an attack similar to Shadow Blade Dash from the opposite side. This can also be used as a Linker.

Linker

Only the Shadow Plasmaport is available as an Exchange Linker. It switches sides with the opponent, allowing you to control positioning to combo them back into or out of the corner.

Charge Reactor

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Charge Reactor

NA

NA

37

0

0

NA

NA

Builds one meter increment

2

Medium Charge Reactor

NA

NA

57

0

0

NA

NA

Build two meter increment

3

Heavy Charge Reactor

NA

NA

77

0

0

NA

NA

Builds three meter increments, can Hold to build more

Command:

Hit Level: NA

Description: Charge Reactor is Fulgore’s primary method of building meter. The Light Charge Reactor builds 1 PIP of meter, the Medium Charge Reactor builds 2 PIPs of meter, and the Heavy Charge Reactor builds 3 PIPs of meter. You can also hold Heavy Kick to continuously keep building PIPs until your meter is full. When holding Heavy Kick, you will generate an additional PIP every 0.4 seconds. Fulgore is vulnerable during the Charge Reactor, with the Light version being least vulnerable and the Heavy version being most vulnerable. Mastering Charge Reactor usage is extremely important in using Fulgore effectively.

Devastation Beam

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Devastation Beam

Mid

29,29,29,29,29,29,29,29,29,29

5,2

35

25

59

-10

Requires Instinct and full meter to execute

Command: (requires Instinct active and full meter)

Hit Level: Mid

Description: Fulgore unleashes his entire reactor reserve in one massive beam that does 41% damage! Because Fulgore’s Instinct is building meter continually, this is always a threat whenever Fulgore has Instinct. Use it whenever you see the opponent jump or hit a button. You can also cancel into it from normal attacks as you would any other special. Optimally, with full meter you will want to hit a normal, cancel into Instinct, then cancel into Devastation Beam. This way you are using it at the beginning of your Instinct, allowing you to regain full meter and the ability to use it again before your Instinct runs out! If you have full meter and full Instinct and get a Combo Breaker, you can actually pop Instinct, then go straight into Devastation Beam to juggle from the Combo Breaker!

Notes