(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. This is very useful for juggles, as it keeps the opponent in place in the air. Shadow Energy Bolt is a multi-hitting variation that hits 5 times. Any version can be special canceled into Plasmaport, Eye Laser, Blade Dash, or Plasma Slice at the cost of 1 PIP of meter. ![]() The Light version sends out 1 projectile, the Medium version sends out 2 projectiles, and the Heavy version sends out 3 projectiles. Energy Boltĭescription: Energy Bolt is Fulgore’s primary projectile. 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. Enderīlade Dash as an Ender is a Carry Ender. Use this when you want to push your opponent closer to a corner during your combo. LinkerĪs a Linker, Blade Dash is Fulgore’s Carry Linker. This is Fulgore’s only option for projectile invulnerability. The Shadow version hits 5 times and is projectile and throw invulnerable until recovery. All versions can be special canceled into Plasma Slice, but only on whiff, at the cost of 1 PIP of meter. 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. When fully charged, the Heavy version can travel full screen. ![]() Aside from the charged version, the Light version travels the least amount of distance while the Heavy version travels the farthest distance. If you hold the attack button, Fulgore will travel farther faster. Description: Fulgore dashes forward with his blades extended.
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