steering it is especially useful in the following situations (and theres probably more)
1)next to oppenent
when i throw out an ultra, and i noticed i totally threw it out when my oppenent wasnt poking or doing anything, (meaning i fucked up) they’re obviously going to jump straight up. well i can steer it as far as possible so i jump over them and land half way across the screen which is much safer than landing right in front of them. it still is punishable yes, but alot of people dont expect you to just run out of there (they’re thinking of that combo they want to do when they land)
2)half screen distance away
alot of times especially when fuerte is low on life and in a clutch, your opponent will expect the ultra, so you can activate it, but instead of steering it to their head, just land right in front of yourself, half screen away from your opponent. most people cant think that fast and throw out something (shoryu) that would have punished his ultra comming at them. at which point fuerte is left with an opening
besides, i dont know how auto steering would be better at all. its not hard to aim and its ALWAYS better to have more options than fewer ones
I don’t have anything new for fuerte yet, except, it’s confirmed that f+mk is indeed an overhead, and can be blocked by holding TOWARD, or AWAY.
Oh and RH xx run, stop, dp+k is indeed a nice hit confirm. I couldn’t land it myself in a couple tries, so I know it works but its not quite trivial. I did notice that RH xx run, mp splash combos, so take whatever setups off that you might (eyeball an ultra but see below).
Regarding ultra : Yea. Its nice to be able to second or third guess yourself, just eyeballing the distance.
Many times I’ve thought to myself (and actually gone on the stick) “Neutral? Backwards? Neutral? Backwards? NAHH NEUTRAL” And landed ultra.
That being said, Id totally sacrifice that for a sure fire hit. I mean its obvious, you wouldn’t have to second guess if it was actually going to hit, because of the design of the super, that is not the case.
Regarding people thinking fast and throwing a shoryu… All I can say is what the fuck. Why wouldn’t they just hold up. No fuss, No muss, 100% escape. Trust me on this, as the game develops, this will be the DEFAULT option vs fuerte ultra, unless we discover some better set
up.
I haven’t seen anyone get more than a couple of splashes or rungrabs at a time. The first day a good player picked Fuerte we all got hit by it a bunch, but once we started figuring out how to deal with that stuff, like with backdashing and focus attacks and figuring out the distances where splashes turn into crossups or regular attacks so we could block it, it became considerably less effective. Fuerte really doesn’t want to get hit by focus attack into combo, so splashes and low attacks are kinda risky to use, but if he uses a rungrab instead, it can be easily dragon punched or jumped out of. There’s clearly a good guessing here and a good Fuerte can take advantage of it, but it’s not as great as it could be, and in the end taking 9% or 12.5% life isn’t exactly a great payoff. Not to mention, in some matchups, like Dhalsim, Bison, Claw, and Abel, his opponent can just teleport or roll out anyway.
In my opinion his walldive bs is a lot less effective than I thought it would be. Fuerte’s problems aren’t just in the low damage he deals and the high damage he takes, but in the fact that in a lot of matchups, it’s harder for him to deal damage in the first place than it is for his opponent.
By the way, I don’t think he sucks, I think he does fine in some matchups and I’m not convinced that he’s any worse than a few other characters. The game seems pretty well balanced so far.
So does holding back or foward during the ultra affect the distance? I saw in one video Ryu doing a close j.RH and the Fuerte player did his Ultra and caught Ryu. I’ve heard talk about holding foward and/or backward during the splash which affects his distance and figured the Ultra(might?) work the same way.
[media=youtube]FsK1i5FbiKE[/media] at 2:15 of this vid. I ask because when I did his ultra he would sail and I wasn’t holding the stick either foward or backward.
He’s no El Blaze but I can’t say “no” to this character.
Elf’s EX Chestpress takes 2 Buttons to execute right.
If you press all three, and wait
Then
Let go of LK (While doing something else so a normal Chestpress doesn’t come out)
Then hold it down again
let Go of MK (While doing something else so a normal Chestpress doesn’t come out)
And hold it down again
Then Let go of everything after 8 seconds of the initial press
Will the EX Still come out?
I ask because, this will become another hardcore player style of Making use of LK/MK for Throws and SAs Without having to sacrifice letting go of charging that EX Chestpress.
Cos I know if you press all three and you release them one by one it does go Boom, Boom , Boom.
Anyway, it’s only a matter of time before someone focuses on just getting in his loop. Considering how his EX Run has double super armor, no matter how lousy anyone says he is, as long as he has the two tools
Running to Get in
The Loop
He’ll be beasting everyone else who predicted that he’ll land in the bottom half of the tiering.
“Sure, but all he needs to do is make one mistake and he’ll eat big damage”
But that’s not the point. There WILL be people who practice it to impunity so that they’ll get it right 99% of the time. After that, they’ll practice getting in 99% of the time.
That’s what Players do.
His infinite is just not one of the “Work so hard to get in and do it” Kind.
Anyway another few questions.
Blanka, Honda, Vega and Bison. All except Bison have a ready Armor Breaking BFP move.
On Block : Blanka’s is punishable. How punishable is Honda’s Headbutt? Psycho Crusher should be punishable. Can Elf’s EX Running Take both hits of Vega’s Knee Press? And how do you punish Bisons’ normal Dash Punch?
wasfemto: yes you can control how far it goes by holding fwd or back on the stick.
danomighty: fuerte is way too expensive to try and learn the loop on arcade (aka you lose alot…ALOT). and i suck, ill need a console or some serious alone time with an arcade machine.
rokiseph: i dont use chestpress.
youre preaching to the choir.
i heard you can ultra honda’s headbutt…havent tried it yet
Hansss: ive been doing fierce, run, stop, fierce, run slide:
close hp, qcf+p, lp, close hp, qcf+p, hk
dentron, you should use chestpress, its a great move. i wouldnt recommend the EX version at all though
just get used to holding lk down with your thumb. i literally hold it down the entire round while i play so it usually does a ton of damage and stun.
if you think you’re getting put in a situation where you’re going to get thrown, just release chest press at a point where the move wouldnt come out, like while waking up. then you should be free to use lk in throws techs. it takes some time to get used to but it helps
the chest press has a lot of uses and you can use it in a lot of setups. its also good in corner combos because it knocks down and you can cancel it into focus attack if you have meter.
chestpress knockdown>focus attack (full charge) will hit anyone the exact frame they stand up with an unblockable if they use quick get up. if they dont, you can always backdash to cancel if you dont feel safe.
the press also links to super in the corner if you hit with it and dont want to go for focus attack mix up. it also stuffs or trades with alot of things, jump ins, ex spinning birdkicks. its a great way to punish whiffed shoryus on their way down. its fast as hell so you can run under a rufus who is pressuring you with dive kicks to escape, etc etc
try it out
Totally struggling with that loop and I’ve recently been drumming it across the punches… Like fierce, qcf+strong, jab to see if I can find the rhythm. I haven’t won with him yet (no one will let me learn) but he’s damn fun to use.
i think in most SF games when you press all punches or all kicks, the weakest version comes out… that’s why you can’t tell when you are using “all kicks” or “short” on console sometimes… or so i think.
the hardest part about the infinite definitely is getting used to cancelling the SECOND fierce into the run. after getting the second fierce to hit, i’m always too slow to cancel that to a run…
el fuerte is definitely fun but the matchups are too hard and i’m too lazy to work for my wins… i think unless i can perfect the infinite, i’ll just drop him. :(:(