ElNuno
16
Hi, Fuerte player here, since Vanilla.
I’m really considering this patch because I think Capcom never understand how the character works and how squishy he is, so it’s time to show them what do we want.
I’ll start with the Q-Bomb :
- I don’t think making a qcf Q-Bomb is the best solution. The problem with the Q-Bomb (in my opinion) is that you don’t get a hardknockdown on-hit. All of the offensive specials Fuerte has, he can follow-up with a vortex because he’s close to his opponent even if he’s quick standing, except for the Q-Bomb. Making it so bad at the risk/reward thing. As for the EX version, it has to be safer on block, not completely safe because of the counter-hit wall bounce.
Now for the rest :
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Slightly improve his j.HP hitbox so it can hit in guard when the opponent is blocking crossup, it whiffs a lot against some characters.
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Make the super fully hits on a juggle state opponent midscreen. It’s annoying to hit confirm a damn lvl 3 Q-bomb for only three hits of the super and see his meter gone.
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Fix the unblockable forward mk overhead against ibuki.
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Fix the guacamole-trade thing.
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The forward mk overhead needs to be unthrowable frames 8~17.
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Slighty improve the hitbox of the tostada press.
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Make the U1 more viable : improve the damages 470 > 500 OR the distance 2.14 > 2.20.
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Improve the stun of the cl.HP 150 > 180.
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Improve the damage of the tortilla 130 > 150, OR the distance 1.73 > 1.80.
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Make the cr.HP s-cancellable.
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(Game System) Fix this rollback animation after some normal move on hit. It happens when you hit a certain spot (high) of the opponent’s hurtbox, don’t know how it really works, but it’s so freakin’ annoying when you start a RSF and your second cl.HP whiffs because of that. Especially on AE against Yun…
That’s it for me. I think Fuerte can be too dangerous if we give him too much tools, such as great reversals, so we have to be careful with the buffs. He needs to be as weak on wake up as he is strong on his okizeme.
Densuo
17
Yeah I don’t mind his achilles heel being his wake up. But If I read properly, I should get out. Not get hit anyway.
Densuo
18
I will explain One of the reasons why Q-bomb as a QCF input may be better. It’s pretty obvious. Fuerte has to give up a button for the QBomb. He must give up throws, integral for defense or the most basic of punishes. He must give up Focus, Again integral for defense. Or he must give up Far/CR HK. two of his better normals. On top of this you must take an action to remove the charge safely. You must Guac, or jump needlessly. Doing this for the move would justify it being unsafe as you would no longer also be surrendering a button. Does that make better sense? Other characters with a charge button(s) like Cody or Balrog have some manner of invincibility on their’s. Fuerte does not. For all that Fuerte gives up, the move should either be more safe, or have an easier input.
Ultra 1 is already quite Viable. The problem with it is that Ultra 2 Outclasses it.
The Hit Reel animation for many characters is retarded. I do hope they fix it.
The jHP needs tweaking certainly. the damn thing whiffs sometimes when the opponent walks forward. It’s bad enough it’s range is dreadfully specific.
I would actually prefer it if Fuerte could get away from being a Vortex character. I want his mixups to be something that says “I mixed you up. Now you must guard my setup for damage” instead of OK! I mixed you up. I’m gonna mix you up again forever.
ElNuno
19
Well I understand your position, I know all of this (I might didn’t understand what you said but you can safely realease the charge during a backdash, a lk… everything) but… The more you charge, a better version of the move you have right ? With a QCF input, I guess you get the lvl 3 with the HK version ? The light/medium version would be kinda useless, so you need to completely rework the move. And i’m afraid they will nerf the move BECAUSE of the qcf input making it a LOT easier to perform. That’s the only reason why i’m against the qcf input. So maybe let’s think about how the 4 versions should work with a qcf command.
I have been here since birth even though im “retired” I may come back to the squared circle once again like a true luchadores
buffs
-Q bomb should be a QCF + P (it would be a level 2 charge, 3 for ex)
- Super damage restored for U2
-should be able to ultra after an ex bomb wall bounce, I feel this “buff” has no reward to it except for distance
- Run into Q bomb would be sick
- C.mk x C.Hp is now linkable
- C.hp should be buffed as an AA
-guac needs to be fixed, no reason it should trade with a normal
his normals could be better as well
nerfs
-blockstun reduced on q bomb making it easier to punish
-calamari slide being less safe on block
-stun increased by 50
-EX guac
Densuo
21
Sure thing I will explain further.
Quesadilla Bomb is ass right now. You give up a button for a move that is unsafe and gives no advantage after landing it since the opponent can quick get up.
Furthermore Quesadilla Bomb Level 1 is unsafe on HIT.
By changing it to a QCF input we can have:
LK: Does not knockdown. Your option to combo into Super.
MK: Soft Knockdown. Faster recovery on hit. (similar to level 3 right now, your Positioning Option)
HK: Hard Knockdown. Normal recovery (Your Damage Option)
EX: Wall Bounce on hit. Faster recovery on hit. Startup invincibility.
This eliminates the stupid level 1 all together. Having it be an easier input without sacrificing a button is a fair trade off for a move that is unsafe on block which has no invincibility like Cody or Balrog.
You wanna buff Bomb? Have it be combo-able off of more than ONE button. Have it combo from cr.forward. Allows for a hit confirm into something(jab, cr.short, cr.forward xx Bomb). It’s a knockdown if you have a level 2 or more charged and if you have stocks it could lead to a decent hit confirm combo of jab, cr.short, cr.forward xx Bomb(level 1), FADC, cr.jab, cr.short, cr.forward xx run (insert mix-up).
Densuo
23

Pilgrim_Pud:
You wanna buff Bomb? Have it be combo-able off of more than ONE button. Have it combo from cr.forward. Allows for a hit confirm into something(jab, cr.short, cr.forward xx Bomb). It’s a knockdown if you have a level 2 or more charged and if you have stocks it could lead to a decent hit confirm combo of jab, cr.short, cr.forward xx Bomb(level 1), FADC, cr.jab, cr.short, cr.forward xx run (insert mix-up).
This can be remedied simply by decreasing the start up of the move. It would definitely give us an option for getting people to the wall quickly.
This would probably solve the age old question Skisonic threw our way with asking when is it worth it to use Q-Bomb
Densuo
24
ground bounce fajita buster. comboable Ultra 1 lol. still funny
qbomb is good beats out alot of things and a good rsf ender
Densuo
26
It beats Dive Kicks at the right distance yeah. But it’s slow startup makes it where you may as well just EX Run through whatever it is or EX guac, or Run back tortilla etc.
It all comes back to what the old argument to it was… Why do Qbomb when there is better options.
Why do Qbomb ender on RSF when you can do run slide for an actual hard knockdown and follow up or bait something to stun.
The move simply put needs to be made more significant. It’s too much risk for no reward
Elf goes up tomorrow right?
Densuo
29
Next week
CORRECTION. El Fuerte goes up Tommorow the 12th.
Densuo
30
A Japanese player named 705 tweeted that he wants jump fierce to force stand.
Densuo
31
Japanese buddy on twitter also likes the idea of q bomb combing from crmk
Densuo
32
Japanese bud states many fuerte players want stronger normals. He mentioned faster dash derivation as well.
Soooooooo about this whole “lets make fuerte better” thing…i say leave him the way he is and give me back my damn 500 damage ultra 2 back :’(
I still think he’s solid as is. I’m just fearful CAPCOM will fuck him over again like they did in AE. 
Densuo
35
I’ll be completely honest: I am expecting the exact thing that happened in Snap Da Condom On edition. A shitload of retarded nerfs, with a token buff. =\
Oh well. At least we have