El Fuerte General Discussion Thread

Close MK has lower body invincibility for the 2nd half of the move. (I don’t recall this being mentioned prior)

http://forums.shoryuken.com/showthread.php?t=185471

As a random mildly unnecessary update, I forgot about this and came back to it tonight. To get it every time, don’t cancel into it; link it, and use HK.

clHK -> very late HK Super (when they’re on the way down/halfway to the ground) worked every time for me vs Ken in training, not tried against bigger/smaller characters to see how the window changes.

It works. It’s useless. It’s cool looking. :lovin:.

Yea I noticed that after you mentioned it. The important thing to take away from that is that the LK, and MK version of super basically never juggle, while the HK version almost always does.

It doesn’t seem that useful right now, but there will definitely be some things to come from it.

I’ve juggled a super off some weird trade before, I can’t remember what it was though.

edit: in case you didn’t know, LK version has the most invincibility. so what this means is:

LK super for wake up super.

HK super for combos.

MK super for ???

Hey poop,

I’m the original El Fuerte player from the UK! I was the first player to take him seriously, its been a long struggle but I was there from the start, figuring out things for new ELF’s to pick up :stuck_out_tongue:

GG’s on XBL the other day.

If you catch someone dashing or jumping or otherwise in the air with a lv2 focus, you can juggle after with the HK super. That’s one thing.

If you really wanna get style points, cancel the clHK into a run forward, run to the other side, and super them back the other way. Then you’d be one of the cool kids.

Frame traps maybe? fMK cLP x3, pause, MK Super? LK would probably still be better but I’m just theory fighting. Shrug. At least there’s a (functional) difference in the versions unlike a lot of other chars’ Supers.

Could you get a Super juggle off a no-damage traded Guac Throw? That would be a little bizarre looking.

This can’t really work, can it? That would be too cool looking.

I’m working up a post on clHK and followups. My signature followup is Dash to Press, which is the only guaranteed damage off clHK besides Guac and Super. It does the same damage as a LK Guac so it’s never the highest damage option but it certainly has its purposes. I’ll try to get that post up today or tomorrow.

I love gimmicky shit.

Edit: Holy crap, clHK - dash past - stop - HK Super works and is too cool. Assuming you were wanting to do clHK -> Super with Fuerte, this means you can not only do it but in both directions, allowing you total stage control off of it. Amazing.

I’m pretty sure I got one off the LK dash stop as well, although it hits so late it can’t do the full juggle.

Today I got dizzied by Gief Jump Headbutt followed with a standing Roundhouse.

Has Fuerte always had this low of stun, or is it the whole old ST bullshit where if the headbutt hits and you eat a follow up you’re dizzy 100%?

I read on the chart that his stun is 1050… there’s no way Gief has 2 normals that do 1050, is there? Actually it wouldn’t surprise me as Gief is so fucking retarded anyway.

Gief’s HP Headbutt is the best stun move in the game… at 600. Six fucking hundred. MP version does 500.

With standing roundhouse, that’s 800 and stuns Seth straight out. If it’s a counter hit, the Headbutt alone will stun him.

So you must’ve still had some stun from previous moves but it’s still stupid that Gief has a move that does triple the stun of any other individual move in the game.

Just some interesting numbers:

HP Headbutt -> sHK (stuns Seth into) Lv 3 Focus -> 100% Ultra = 666 damage. That is 87% of Seth’s health off of one normal aerial connecting, and no Super Meter needed. Do the Super instead of the Ultra and you still get 664 damage because of the stupid scaling rules.

HP Headbutt -> sLP xx MP Hand does 770 stun and 264 damage; this is a better choice on Akuma because I don’t think the sHK will hit him point blank, as well as it builds 20 more meter (140 instead of 120). Alternatively, you can do 288 damage with stun reduced to 730 if you use EX Hand.

Gief is dumb.

I think the kick might’ve been a counter hit. He didn’t hit me before then, but that’s fucking retarded… as usual with that fuckin shithead.

Fuerte has 1000 stun in training mode. HP Hbutt to sHK is 800 on normal hits, so both moves would’ve had to have been CH; if both were he does exactly 1000 stun with that 2-hit combo.

Was it in the begining of the round?

I think they gave him that oldskool stun property if he headbutts you in the first few seconds of the round. I know I jumped in on him the other day got headbutted within 3 seconds, jabbed once, and I was stunned.

Fuerte has good stun afaik. It’sa Gief thing. I don’t think it will stun you that quick if it’s outside of the first 5 or 6 seconds.

I’m starting to love EX Quesadilla. Thanks for the advice on holding during a scored Ultra. Damn thing seems to trade/beat everything (love that 2 hit armor)

It seems to be a pretty good finisher… I just wish this move was distance controllable like Tostada/Fajita/Tortilla/Ultra. Then it would really be super nasty.

I think this may be a good weapon against Balrogs since his damn headbutt destroys my run game.

Anyone?

jea good idea, I guess you intend to bait him into the headbutt and punish with quesadilla,
you wouldn’t even need the EX Version.

And it’s Fuerte’s Armor Breaker, so if you have it charged and seem them people shine yellowish go for it.

I really need to find a reliable way to implement the Quesadilla into my gameplay, as my majoy problem as Fuerte is that i can’t punish efficently enough (cant RSF, Pad)

Yeah, bait that headbutt. with charge :k: :qcf: :lp: xx :qcb: :lp: and randomly stop here and there… if they dash punch, just run back and fly off the wall, if I can psychic it, its a Fajita Buster/ Tostada off the wall

To be honest, I don’t even care about Quesadilla Bomb being his Armor breaker, it’s an armor breakr yeah, but I dont feel that’s it’s optimal purpose, it’s there for the stun

if you got problems with RSF you can still punish with:

:hp: xx :qcf: +:p: xx :hk:
charge :k: -> aerial :hp: -> :hp: xx release :k:
:hk: xx :dp: :k:

those are the punishes I use while I try to get the rsf down

OOOH that reminds me, since you have a pad holding a charge on :lk: should be easy while you corpsehop with forward = :mk: and then you can screw with them with a random Q-Bomb

thanks man, definetly going to try to implement them.

but is it just me, or is the clHK just inadequate to punish lp shoryukens ?

it’ll just whiff and i eat the next one

Today I am going to experiment with Runaway Fuerte to see if it works. I destroy chun players on GS-2 JPSN by simply staying out of her FB range.

I was first attracted to Fuerte because to me he is like a marvel character. Excellent runaway, and an infinite/loop.

I believed and still do believe that might be his “true style”, you can see a bit of Runaway Fuerte in what Ero Fuerte does in particular.

You have to be real fast to punish :dp: :lp:. Don’t even think about using :hk: just QUICKLY poke them ONCE with :lp: xx :qcb: :p: to prevent them from doing another dp for needless chip damage or for them to mix up / throw you.

Most shoto’s will go for another light dp (Ryus in particular) or throw

as previously mentioned, this also tends to whiff after Ken’s Ultra, so FA 2 or FA 3 xx whatever his ass instead

I definitely wouldn’t advise punishing a dp with a jab. If someone whiffs a DP that I didn’t expect then I usually will either close fierce to loop or low fwd xx run depending on how far I am. If they whiff a DP that I did expect then they will be hit by a FA2.

I’d have to see a video or something, everytime online I try to punish a :dp: :lp: from Ryu I catch the second one to the face. Prolly the range… or I’m just unlucky like that. But my counter jab seems to annoy most people enough into not doing dps anymore.

A :dp: :mp: or :dp: :hp: is a different story though and SHOULD eat FA2 -> RSF though

What’s the general opinion on Fuerte’s jabs and crouching pokes? I’ve been trying to throw some in here and there, but it seems like I really just shouldn’t. Is it only nifty on certain characters? Or should I just forget about them entirely (like the Target Combo lolz).