But once you get it it’s not so bad. I’m able to get 2 hits down with the controller THE CONTROLLER!!!
The controller isn’t so bad. I’ve been able to get about 4-5 reps since I’ve had to temporarily adapt to the 360 controller as Madcatz assed out in the quality control department. What I’m worried about is having to retrain the loop while on a stick.
You too!?! And I though I was the only one! Mine seems to only work when it feels like. Hopefully the next batch won’t be as crappy and I’ll be able to make a return.
Man, but I dunno how you can stand that controller, because I can’t even beat the comp with it…:sad:
So, it seems that every time I play someone with Fuerte, my opponent decides the best strategy is to jump in the air like a lunatic so that I can’t body slam him.
But they usually are jumping backwards, and don’t jump in on me, so I can’t really use my air throw or Guacamole.
I mean, I’m sure I can just run a little extra and then grab him or trip him on the way down.
But I was just wondering if you guys are also finding people jumping a lot like this in your matchups? And what do you do to dominate them?
Yeah, with Fuerte it ALWAYS feels like I’m playing against runaway players (except for Cammy, but that’s another post).
The good thing about runaway players is that they’re usually running away because they don’t know how to deal with run splashes/throws, so when you finally get them down (it’s usually a guac throw in the corner), the match is yours to lose.
Dominate jumpy players with ultras on the way down. If he’s running away, you’ll catch him eventually… you’re fuckin’ Fuerte, guy…
use f.MK’s or running slides to close the distance. Prep your EX run for runaway Akumas.
Plus, you have an air grab. EX Guacamole can catch people jumping away from you if you space it right. Once you make them scared to jump a lot, the match is yours.
i’ve found this, too. and i think i need to master canceling run into leg throw. punishing a few jump aways with EX leg throw should teach them proper manners
what are the moves that el fuerte should use most against honda?
Air throw. You can grab him out off his super,ultra,normal/ex headbut and butt splash on the way up and down.:looney:
whaaaaaaaaaaaaaaat. guess i’ll have to get used to timing.
What is the best way to deal against his running splash/crossup/grab mix after a knockdown ?
I have tried to stay on guard but i eat the splash cross up.
When i tried a reversal dragon punch, i lose the trade.
I usually play ryu, boxer and sometime sagat, but i would like an “universal” answer against this trick despite the fact it’s a mind game, i think there is a “best way” to deal with.
The simple answer is to focus it. But then you’re gonna start eating run grabs.
Ryu and Sagat can both ultra the splash, but it’s kinda risky; from my experience, the way the “heat-seeking” works in this game can cause you to go the wrong direction if you do it too early (since Fuerte is going to the other side, the computer will force your ultra to that direction, but alot of Fuerte’s will pull back and not cross up, causing you to whiff). FYI- Sagat’s ultra will hit Fuerte literally when he’s touching the ground off of a whiffed splash. (Cammy can too, but fuck Cammy, that’s another post)
Balrog doesn’t have a great offensive answer, so I’d stick with focusing and dashing. I think TAP will beat the splash actually, but I don’t know how consistent that is. Whenever I play good Rogs I can’t down them!
DP’s aren’t your best best, although you can hit/trade occasionally (it’s dependent on if Fuerte crosses up or not). If you’re gonna DP I’d suggest EX’s until you get comfortable with the timing, since you’re gonna win some/ lose some.
I’m overwhelmed by fuerte’s choices on wakeup! So overwhelmed that by the time I choose one it’s too late. I’m still trying to get out of the ‘meaty’ mentality from other games.
I just picked up fuerte last night, and get this: I can infinite, I can combo into his ultra without a focus attack (though I have to use a KKK button cause my HK broke), but I can’t get the basics!
So I try to crossup splash, can someone give me some pointers on not oversteering? I can run point blank and not steer the splash and I believe that crosses up.
As for the HP grab - what are some setups after that besides dash forward FA? I know that sets up that range perfectly but I need to mix it up. My only other one I can get in the habit of is run forward, run back, run forward, slide.
I know that fuerte is a character you have to ‘feel’, and read your opponent, but I need some kinda bread n butter setups on certain knockdowns. I’m not scary enough with him yet to do run stop pressure with lp and f.mk, they just mash stuff out in the middle. Basically, I get my flow going up until I land a certain move, then I’m unsure of what to do, and the hesitation causes me to lose my momentum. I’m gonna read through this thread a little more to see if I can find anything.
After a throw: what do you guys do? My only setup is walk forward and jump for a crossup hp. I’ve got the distances down for both throws but thanks to SF4 and it’s stupid crossup input a wakeup DP will own me if I crossup or not.
After a DP: I can run back, splash steered forward for a crossup, not steered for a fake crossup. Any other suggestions welcome.
Trying to incorporate f+mk into my game more, whether a corpse hop or a poke. Any good f+mk corpse hop tricks someone can give me?
Lastly, are there any other jumping normals I should use besides j.hp? Maybe a neutral jump one? I guess you can crossup in the corner with hk. I guess I’m just wondering if anyone who surpassed the amateur/don’t know what to do exactly level could throw out any tips on how they got there.
EDIT: Any frame data?
^^Wow. I’ve never thought of these! Mad props son!
on any knockdown (including throws), i usually set up for another mixup (i do most of my damage having them on lockdown while they try to wakeup). utilize all the possibilities (body slam, throw, slide, cancel into punish or throw and use both run forward and run back). maybe once a couple fights i’ll even run back, immediately press LK to go “whoo!” and jump toward opposite wall, then run back and punish the baited move with a slide or slam (this just really demoralizes them – it’s not a reliable tactic to use a lot).
being unpredictable, while predicting your opponents moves, is key. try to train your opponent. if it’s a shoto, i usually bait a few wakeup-DP so they stop DPing, then i abuse the slams and grabs. if they start jumping back on wakeup to avoid grabs, either time your slam well (sometimes hard) or cancel into leg throw (DP K).
some of the guides are incorrect on this and i had to edit the mycheats one, but the propeller leg throw (run back FP) DOES work on crouching opponents. if the opponent doesn’t have good AA, ABUSE this. they’ll start jumping back on wakeup. punish that once or twice (leg throw or air throw are my favorite – keep them on the ground) and then start abusing the propeller grab again.
I would like to point out that its not actually an infinite… it’s a loop. It ends after pushback. My record was 9 2 months ago, and that seems to be the concensus for most. Maybe character specific but it ends is the point.
Uh… how are you comboing into his ultra without a focus?
Crossup splash is character specific… It’s not as useful vs certain chars with narrow hitboxes. Usually though, these are chars that are going to be charging anyway (Blanka,Balrog,etc). In that case you want to just splash right on their head, or grab (or block). That mixup should suffice and you shouldn’t have to cross-up very much.
After HP grab you have the most time so you can do whatever you want. A standard thing to do is Rolling senton (F+mk), tiny step forward , senton again for a corpse hop. This is useful vs charge chars to take away their back-forward charge. It doesn’t work vs everyone though. Similarly, just overhead on the opponents wake up which links into jab chains is very good. Anything baiting the opponent into wakeup mash or block which you do “meaty” slide is useful.
Bear in mind that forward throw and backward throw are different. After a back throw (Vertical Suplex), you can do a safeish jump ambigous crossup fierce on most chars (take one step forward, jump hp). After a forward throw, they go farther and wake faster, so other things are usually better.
J.HK is very good once you get used to it, it sort of turns him into a little missle. J LP is a good air to air.
Frame data, and other info is also on the shoryuken wiki.
Good questions.
EDIT: I’m stupid
…? The combometer is still going up when you do that? I just sorta assumed that you can’t combo a grab off a normal. I’ll try to confirm this when I get to play again later tonight, if that works then that’s a really good find though.
EL Fuerte is the best character ever…keep it on the DL though…id hate the bo facing him all the time =(. My played time between everyone is el fuerte #1 with 80%, 65 hours played >< i need more practice with him. i cant do the RSF and im stuck on trial hard #4 sigh.
Im having more success incorporating the habenero dash + LK nd baiting them. It leaves them wide open for a throw mostly and then the mix up game begins.