Yeah, we know it can be comboed and it does more stun depending on how long you hold it… but it’s not that great of a move because you gotta charge it so it’s not readily accessible
At Akihabara’s Sega yesterday (competition is less fierce than at Hey! around the corner) I played a pretty good El Fuerte a few times. I was using Zangief, so we both had to get in to deal damage. He beat me pretty bad the first round, but I won the rest in a very unappealing, boring way. I just stood around and waited for him to come at me, jumped backwards when he actually started to get close, and punched him.
This guy would do lost of fakes with the back run and sudden stop, then punish you with the chest buster if you tried to lariat or something. That was really effective - took my lariat out of the game.
Once I quit doing that, and quit trying to get in on him though, there wasn’t much he could do, and I was able to get some long range jab SPDs, and some pokes. Once you get ahead on El Fuerte, it seems really, really tough on him.
I think this guy could have mixed in some of the running -> cr. roundhouse, and he didn’t use the anti-air grab at all, but still. I think an effective anti-El Fuerte strategy is to make him come at you.
very boring game when played that way though.
Does Fuerte have a cancelable anti-air normal? Could any of them be canceled into his ultra to grab them when they land from the reset? Kind of like Alex canceling an anti-air s.MP into Stun Gun(I don’t know if that works).
it was good meeting you at evo and thanks for showing me how to play fuerte, that dude is hellla fun to play as.
El fuerte is the perfect Gief counter
just spam splashes, cross up splashes and jumping throw. throw in a slide every once in a while. mix it up and hes easy to keep down
after the splashes you roll away so he cant get many grabs, and the body splash beats the lariat every time. i felt sorry for a bunch of gief players cause they all had 8 wins or something and they lost to an el fuerte doing the same move over and over.
his best defence is probably just a jumping FP, but if you can read it you can hit him with some nasty AA grabs
And you couldn’t put this in the El Fuerte thread because?
Mod Edit: Don’t worry, I’ll do it for you.
i couldnt disagree more. one fucked up splash/slide/anything leads to a 360 and 1/4 of your life is gone. i dont think i ever did a perfect max range slide against a gief at evo, but anywhere closer than that and you eat shit. maybe i wasnt careful enough, but it seemed like a much more difficult matchup than shotos/guile/c.viper etc…
his splashes roll away on stand up and get him out of range from a SPD. gief cant punish a blocked splash with the SPD. thats why fuerte is a good counter on gief.
yea and if Gief blocks the splash you eat a green hand…
I don’t think El Fuerte can handle anyone that turtles, including Zangief. The jumping body splash move is good, but you can jump away and hit him in the air. Maybe El Fuerte could then do a run -> stop -> kick DP anti-air, but I haven’t come across that yet, so I don’t know how I would deal with it.
If they changed El Fuerte’s Body Rush move from a button charge to almost anything else (least desirably a back->forward charge, most desirably a QCF type move) it would really help his game.
i was translating some of fuertes move names from the SFIV wiki, and they are ridiculous. i couldnt make out some, but the ones i did are:
tepache bomb (neutral/forward throw)
chile mexicano (back throw)
sky sorpresa trap (air throw)
habanero dash (qcf+p [dash])
tostada press (mp out of dash)
fajita buster (fp out of dash)
gordita sobat (mk out of dash)
kalimari slidding (rk out of dash)
propeller tortilla (fp out of backdash)
pikadillo jump (any k out of backdash)
quesadilla bomb (hold K)
guacamole legs throw (dpK)
el fuerte dynamite (super)
el fuerte flying giga buster (ultra)
Random Fuerte shit from this Japanese wiki: http://www5.atwiki.jp/koko100/pages/31.html
- Fuerte has ONE target combo: long distance MK into MK.
- He has an air throw
- If you do close standing fierce into run then immediately cancel the run and do another standing fierce, it combos. I was talking to omni last night and apparently this was an INFINITE that they found. I have no idea if it’s still an infinite or not but if someone could try it that’d be sweet. (I’ll try but eh…)
- j.fierce, close standing fierce, dash xx slide
- j.fierce, close standing fierce, dash xx mid-kick from dash. You can execute the mid-kick with qcf+mk and then cancel that into his super
- close standing fierce, dash, stop, close standing fierce x N (infinite?)
- close standing fierce, body slam dash XX super
- close standing roundhouse, air throw
- forward+mk XX super (you can do qcf+MK and then qcf+MK again for the super)
- lvl 2 saving attack, close standing roundhouse, air throw
- lvl 2 saving attack, ultra (damage is shit so it’s not recommended to use this)
I have a question about canceling Fuerte’s dash; can i do:qcf:, press P then immediatly press LP and the move will cancel (sort of link doing a quick button chain input)?
so mash MK from a distance? is it special/super cancelable?
i wanted to try this yesterday on someone who was willing to whiff a hp uppercut but no one did, ill give it a shot next time i play.
Akutabi Gamma: i dont know what you mean by “sort of link doing a quick button chain input” but the run -> lp/mp/whatever input timing at its FASTEST is about as fast as shoto c.short x 2 in cvs2 (maybe a little faster, but not by much). i found when i did RC/Kara throw quick that the 2nd input would not come out.
edit:
correct me if im wrong but it would be executed like this:
j.hp, hp, qcf+p, qcf+mk, qcf+k
I’ve heard rumors recently that he has an infinite with [cl.st.Fierce xx run] x N… I remember S-Kill alluding to an inf with him previously too… may be worth testing.
Wow, I’m trying to use this guy and he’s seems awful.
Does he have any good pokes at all? =/
Just c.mk, and c.hp antiair. Pokes are not his game.
But he is far from awful. Try top tier.
Hmmmmm… I suppose I’ll give him another shot.
I dunno, messing with him it felt like I was doing so much work for my win vs when I use Ryu and doing random uppercut cancel combos.
To me, he seems mid low…
But use c.MK and c.HP more and see what I get.
Thanks ;o
Well, I guess I should explain what you SHOULD be doing with him… Here goes (#capcom told me to type this up finally, haha)…
The first thing you need to know about Fuerte is that his entire game when the match is even or he is losing is about scoring a knockdown. There are a lot of ways to do this, as im sure you know. Regular throw, air throw, sweep, run hk, run mp, run hp, dp+k… be patient and look for a way to land one of these.
After you have your knockdown, you will begin to see why you do piss for damage… you have the best mixup ever. Forget that 50/50 garbage, you have a 66/33, and when you win, you get to do it again.
On wakeup, its simple, you do run mp splash or run hp splash-fake-throw. Your opponent has to first guess which one you will try. They can crouch to avoid the HP splash-grab, but will get hit by the MP splash no matter what. They could stand up and block back, but that leaves them open to a cross up MP splash or a HP splash grab… or they can stand and block forward, being safe from the cross up splash, but eating a front splash or grab-splash.
Rinse. Repeat.
Your problem appears when your opponent has a way to blow EX stocks to move horizontally quickly. They can usually spend the EX stocks to get out of your mixup for free. Dictator EX Scissors, Honda EX Buttsplash, Boxer EX Headbutt, Sagat EX Knee… these types of moves. Splash will trade with or beat nearly every DP attempt in the game, and if its not a charge move, they have to guess which direction to perform the motion in anyway. I traded the first hit of Ken’s ultra and won on damage. Viper’s ultra beat it every time though… lol!
So, this is the basis of your damage dealing.
The next thing to be aware of is… god damn dude, you are el fuerte. You are fast as living fuck. Are you winning? Run the fuck away. Use your high jump, wall jump, forward run, and backward run and just dont fight. Have you see the slow ass dashes in this game trying to catch fuerte? L. O. L.
Learn to use LK out of run to bait DPs. This can give you opportunities to punish with your combo of choice. I still cant get confirmation on Fuerte’s infinite working or not, but use one of these:
S.C.HK, ex dp+k (knockdown, 1 ex stock)
S.C.HP, qcf+p, lp, S.C.HP (infinite)
S.C.HP, qcf+p, HK (knockdown, no stocks)
S.C.HP, qcf+p, qcf+mk, qcf+k (super cancel, needs full super bar)
Another tool that doesnt make itself readily apparent is the EX run. This thing has one or two hits of super armor, and is a great way to score the knockdown you need to start your mixups here and there, or get a killing blow. Run through a fireball and splash.
When people are blocking your pokes, try some of these:
c.mk, qcf+p, mp
c.mk, qcf+p, hp
c.mk, qcf+p, mk, c.mk, qcf+p, mk… ect
c.mk, qcf+p, lp, THROW (KNOCKDOWN BAYBEE!)
For anti air, use a mix of c.hp and his DP+k move. The different strengths will catch people at different heights. The weak one was ripping rufus out of divekick bs practically for free when i played seth.
J. HP can cross up. Try it off a wall jump, and combo into your combo of choice.
And lastly, you have to try to find the spots to use fuerte’s ultra. Ive used it successfully many times as fairly late antiair. If your opponent threw an attack in the air, i believe that they cannot jump again right away. Practice the timing on this. Remember that during the activation of this move, you can hold back, forward, or no stick direction to change how far you will jump.
Good luck with your Fuerte!
PS - Fuerte’s problem matchups seem to be, in my limited experience, Honda, Boxer, Dictator, and I think Viper ><.
Hurry, I got 20 mins >_<
EDIT: Thanks for the input.