well the ultra is not able to go directly below you…even if you hold back alll the way, it still moves up slightly forward.
so you can’t really use it that well when you try to do it against certain cross up attacks… all that will happen is that you will land in trip range in front of them.
Controllable moves: [list]
[]wall jump
[]both hp mixups out of dash (backward and forward, but stick to the backward dashing one, you can steer forward if need be)
[]tostada press
[]ultra
[/list]
Just messed around in training and yeah, guacamole air throw is not aimable. EX goes the furthest, lk is the closest. I tend to try to steer out of habit just because I get really into my matches. :lol:
Three distances, close to you (holding back), normal (not holding the joystick), and far away (holding forward). Except wall jump is two distances, you can hold back or you can not hold back, holding forward does not make it go further.
Yes, you won’t overshoot by holding back. Unless like someone said, they’re way too close or about to cross you up and you’ve already activated. Ultra is a great anti-air in that you activate ultra as they’re coming down from the jump and hold back. You land on their head, and voila.
I wouldn’t worry about doing RSF on pad, sounds ridiculously hard and easy to mess up. Just focus on learning his mixup game. Maybe do s.hp into dash~slide for a knockdown.
Thanks for the input!!! Very informative! Though interesting how there’s only 3 distances and not some sort of analog range depending on how long you hold it (like a serve in Virtua Tennis or something)
Yeah i gave up on RSF so i have been trying to perfect j.HP > s.HP > Habdash med kick > super. linking the habdash after s.hp is annoying…
having trouble sometimes dealing with a friends cammy, cannon drill then her srk (even if drill is blocked her srk seems very hi priority) also her srk seems to counter my tostada press a lot.
Question: If all i’m doing is trying to get one knock down then constantly tostada’ing/slides/grabs is that considered “cheap” I usually do 2-3 tostadas to get them thinking that’s all i do then i start to switch it up. I mean what else is their to Fuerte?
propeller throw. hits both crouching and standing. jump or hit him out of it. haven’t seen someone reliably dash to avoid them, but i guess that’s also possible with some characters.
I’m in the 5ks-6ks, and when I come across the occasional Cammy and I have a lot of trouble getting around cannon spike; and when I fake it…they do the small one and I can’t punish. And if I go for splash, they just cannon; but I might just be doing it too early.
Don’t try to punish backdashes by aiming your grabs wrong. That’s incredibly risky. If they didn’t backdash then they have all day to punish your big whiff hard. If you think they will wakeup backdash or try to jump away, then hit them with a meaty low roundhouse. That’s the counter. Just run back a touch, stop run and immediately low RH(same timing as the RSF loop, do it fast). Don’t just slide, run back a bit into slide to sell them on thinking that you’re doing one of your running moves. I promise they’ll block low after you meaty trip them a time or two. That’s when you grab or press. It is very very important to be extremely tricky with this guy. The moment the person can predict what you’re going to do you’re done if they have any understanding of the fight.
does anyone incorporate the RSF on a regular basis in online matches? If so, how do you go about baiting them into the first fierce and starting the rsf??? i was reading the strat guide in target today, it said it can go on forever, ive seen posts saying that it only goes up to 9…who knows?
Good shit halcyonryu, I approve. For that, another Fuerte tip (albeit a small one).
If you are familiar with “slide anti-air”, then you should know it’s possible with El Fuerte.
For reference purposes, I play 2 “slide anti-air” type characters - ST Dee Jay and CvS2 Blanka. Before you get all excited, El Fuerte’s c.rh as an anti-air is much much worse than that of the aforementioned two. To get an idea, it’s almost nothing like cvs2 blanka slide anti-air which is pretty much fail-safe tripguard vs any non-overriding hitbox (you like that term I just made up? I like it.) It’s closer to Dee Jay’s, where you really want to get the other guy to land directly onto your legs.
The two main problems with this technique are:
El Fuerte’s hitbox while doing this move isn’t exactly ideal. It’s not that bad actually because the length of his body pushes his vulnerable portion pretty far up - it’s definitely feasible vs most common jump-ins IF YOU KNEW THEY WERE COMING, which leads me to #2
Slow start-up + Funky travel distance on this move makes it unreliable. Since it’s so slow, a lot of times the tripguard sweep that would’ve been guaranteed becomes counterable/blockable(in my experience). This is also a result of the weird way the slide travels. I’m not that used to it though, so maybe an adjustment period is necessary.
The one helpful aspect of this though, is that the way El Fuerte seems to just “keep going” in a way at the end of the slide, often pushes you far enough such that the other guy will whiff anyway.
Now again, I reiterate, this is NOT VERY GOOD. It has very specific uses, but I mention it just because I thought it was kinda neat and I just want to make people aware of it’s existence.
It’s most specific use is against jump-ins like Balrog j.rh and Sagat j.rh. Moves that point downward, where Fuerte would otherwise have trouble anti-airing on reaction, you can slide against and it’s probably safe at that distance. Otherwise, you’d have to block a jump-in or let the other guy get just inside the range you’re not for which you aren’t ready.
Most of the time in videos I see people using a focus attack to open things up for a RSF loop. I haven’t seen anyone go higher than nine hits but for practical purposes it doesn’t seem like more than 4 is useful.
Me? I’ll be happy if I can just get two hits in reliably.
Totally agree on far s.hp. I think slide is alright, since it has so many active frames. But I’m so tired of getting hit (see also: mashed) out of a failed RSF rep when my slow ass far hp comes out. The plus side is you can link c.mk after a far s.hp, given you’re in range. Would gladly give that up for a faster startup though.