Yeah i belive its only 3 but im not sure.
How do you choose the distance your ultra travels?
^
move your stick left/right.
Can’t remember if this has been stated…
I found that with st.rh > air grab can somewhat be hit confirmed. You just wait to see if the guy goes flying up from the st.rh and you can link(not cancel) an air grab with short. I didn’t have much success with linking any other kicks. I don’t really use the st.rh > ex air grab combo much. I like to save my ex for runs… 2 hit absorbtion has saved my ass so many times.
Played fuerte today. Fun character. One match akuma had me in the corner we were both low on health and he raging demoned me so i ultra just for fun and i actually got him while he was coming towards me with his super(not ultra) demon. not sure if it will work on ultra but for sure worked on super. great finish to that match.
Kim has convinced me to play Fuerte. Played for the first time today, liked him…but kept getting my ass beat. Going to play him exclusively now. Moukies is back.
Some things that worked for me:
Cr.rh against back dashers. The hitting window is pretty large and overlaps quite well.
Reverse run > flying throw >land short and bait something > reverse ex run(hopefully absorb something) > flying throw.
Check this out guys.
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At 0:20 Tetsu links 2 crouch mk’s together with backrun. I never realized this before, but it seems like you can cancel his backrun faster than his forward run…
Today I level 1 FA/SA’d El Fuerte’s Super with Boxer. So there is time between hits to do stuff.
im goign to hate playing agaisnt this guy,he looks sooo annoying.
what is he doing at the end of the first round at :45 sec. is that just lp tapping?
Yeah it’s just Lp
So i wanted to put in my two cents (at least for now) on el fuerte. Some people have said that he has a bad anti air game, but on jump ins c.hp is godly if time correctly. If you can react quickly enough it trades and if you do it preemptively it stuffs. Also, his back dash is quick enough so that if i sense my opponent is going to jump i can usually back dash and c.hp. In addition to this anti-air he also has the air grab which i use on reaction to jumps. hes also got the srk any kicks which does pretty well. ive also used run backwards hp as an anti air, so that you catch your opponent landing. With all these options i think that elfs anti air game is good and if i play defensively i take away any options of jump-ins. Another thing i wanted to add was that i think the future of el fuerte is being able to do the infinite and stopping just before you stun the opponent and get some kind of throw off to reset the damage and stun the opponent enabling one to do an almost full damage ultra.
I’ve been using qcb+p, hp as anti-air against some people. It ends up being like a double tap with the punches but it moves me out of their way and I catch them on the jump back. I end up having to hold back to make sure I catch them but it’s kinda been working. Honestly the only times I don’t use that are if I’m in a corner or if I’m fighting someone with an air special that can change where they land. Like a hurricane kick or that move Viper has…
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I want to see ex run kara super/ultra soon, Fuerte players!
You can hit Fuerte out of his super after it connects? This sounds fun.
Will definitely experiment. Though unlike rog’s kara, I think there might be some command input beef between the facts that the run uses punches, and the ultra/super uses kicks.
If one of his handsprings hits you from max distance, you either recover before his next hit gets you or he pushes you too far back and whiffs his next hit. I dunno it’s summin like that. I’ve been EX SPD’d out of it.
I have a question with his toward + fwd overhead. On a crouching opponents it seems to be able to start a combo. Sometimes it feels like I’m linking st. jabs but I can’t tell if the combo display is for hits including the overhead or after the overhead. Anyone care to shine some light on this?
hey nothingman when you comming to denjin so you can help me with my fuerte. I think i’m the only one who plays him there.
So has anyone posted up what his normals cover and what not? I noticed some but I’m wondering if there’s a larger more descriptive post on this.
Definitely you can link jabs after the overhead connects on a crouching opponent.
On that line, it seems as though you get extra advantage on a crouching opponent in sf4 as in 3s (I believe). Maybe it’s known at this point, I haven’t seen any data on it though.
This affects Fierce loop too. Its easier on crouching opponents (not to mention theyre wider).
Btw here’s some Fuerte tips while Im here.
-Fuerte’s close fierces whiffs on some characters crouching at certain (near close ranges). These include blanka, I think chun and probably Honda.
-A punch loop vs Ken can NOT be succesfully initiated vs a standing Ken. His hit animation causes his heem to reel back and crouch a little, and the 2nd fierce whiffs. This doesn’t happen after a focus crumple though.
-Not really Fuerte specific, but vs Dhalsim, you must pause a slight moment after focus crumple dash to hit a punch loop followup. Something’s funny about dhalsim’s crumple animation, but certain attacks like Fuerte’s s.fierce will whiff if you try to hit him too early in the crumple animation. Similar phenonemen often noticed vs a dizzied/crumpled Rufus.
-Punch loop is not THAT hard… its just pretty hard. I expect all you devoted players will be at least a little bit comfortable with it within a day or two. However, in my opinion it is THAT hard to get it consistently and more than 3-4 fierces. IMO, only the best Fuertes will be at that level.
Of course subject to change on console.