That makes alot of sense, but level 3 QB is a long charge not sure if its that safe.
It combo’s off of clFP. I think it would only be useful vs Turtles or Flowcharts as they will be easier to set it up on as they are more predictable. Just like Skisonic says, wait for them to kill themselves
I went to Chinatown Fair today… I got buhtsecks’d by a Fuerte player. He owned everyone. 15wins by the time I left, I think I was the only one that won rounds against him, couldnt beat him in a match. Totally outclassed.RSF, RScrMK, RSclMP etc to screw around, perfects dizzies, all that jazz.
Pretty inspiring. He really drilled it in my head to stop run xx Slide lol
The Rogs I every played don’t play as patiently. The most patient they get is waiting with db charge to punch. but for the most part once they can throw jabs at me, they’re off.
Question about Baiting jumps for ultra, when’s the earliest I can execute the ultra during their jump? when they just passed the apex and begin to fall? (characters in general, not all jump the same way) what about the latest?
AOS we need to have some serious matchup sessions, maybe we can find the problem and come up with a solution.
what, by playing fuerte mirrors? lol im down for some stupid fun.
anyway i got thrashed by a 3 bar ryu scrub. guys so happy to use cr mp mp sweep so very often.
he was away from his ps3 for a bit and i started pressing his face to the ground with tostadas taking about 50% of his life and still managed to still that round when he picked up the remote again. Playing sfiv on the ps3 is so much weirder than playing SFII on the DS, Im hella calm playing on that thing than I am online. I kept swapping between guile, ken and fuerte each round, seems i have best luck with ken, but i still cant do hadokens online (sad sad shit) nd fail to throw out flying giga busters when he does random dps. Facepalmed when I reacted so late to a random ultra. I honestly think my main problem with IV is that I can’t calm myself when playing at all.
I’ve stopped playing Fuerte online. Too much problem with timing, and occasionally simple stuff like running doesn’t work.
I don’t play anything below 4 bars, it is just too much of a hassle dealing with any kind of lag, especially with a character like Fuerte since timing is essential. My connection is not great, so I used to play a bunch of 2-3 bars, and it was frustrating and not helpful at all in developing my skills. So I only play online with people close from my region now, and try to have a lot more offline sessions to really get the full experience.
Yeah, I’m on wireless. There’s lag even with full bars. XP
I can only pray that this is true.
from the new super info thread.
Faster normals, more hp, and a better ultra? Awwww yeaaa
Line Edited: Not sure about faster normals yet, there has been many different people mentioning different things on this regard, some say same, others say faster, and some say just different. Still no confirmation I think.
more hp (950) and great new ultra confirmed
Some nerfs, tortilla propeller got a -18 damage nerf, close FP got a -50 stun nerf (so it is kind of a nerf to RSF, though it still does the same damage).
On the plus side, all 4 versions of guacamole got a +20 damage buff each (lk, mk, hk and EX do 120, 130, 140, and 180 damage as opposed to 100, 110, 120, and 160 from vanilla SF4).
Also faster FA in Super is going to help Fuerte since his FA was great already.
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Here is a sample of what has been said about ultra 2 from some people who tried it (it is awesome!):
**Huge thanks to Buktooth and Dawgtanian for their detailed and very helpful impressions. ALL credit goes to them for the following info. **
Buktooth:
"the facts:
- it’s an unblockable grab
- range is pretty close to half screen
- can jump out of it on reaction; is not 1 frame like gief 720 or akuma super raging demon
- has 3 frame startup
- since it’s a grab, cannot combo into it except off of a focus crumple (RSF into ultra doesnt work, shower kick into ultra doesnt work)
- leaves fuerte a lot of time for a mixup afterwards
the implications:
- if used, mainly gives fuerte a serious punisher on block. its 3 frame startup makes pretty much everything balrog has punishable by ultra, etc.
- gives fuerte a more serious threat of random ultra; if the opponent is sticking out a jab or short when the ultra activates, they eat it. this makes the new ultra more useful than the old one in matches where the old ultra is useless (rufus)
- you lose the threat of antiair ultra, particularly against opponents’ neutral and back jumps"
Dawgtanian:
"His new Ultra is very very good. Its main purpose is to punish blocked moves but can also be used as an anti air.
It doesn’t cover much distance, but enough to catch up with someone from a sweeps distance (think c.HK). It’s very fast too, forcing the opponent to jump if they haven’t already hit buttons.
I tested it again Ryu and was able to punish a c.mk! Even if Ryu went for c.mk > hadouken, the ultra goes clean under it.
I can’t give specific moves, but it beat almost everything I tried it against. When Fuerte has this new ultra in stock, you pretty much take a risk each time you attempt to attack him unless its a jab.
The beauty of his new ultra is the fact it is two quarter motions BACKWARDS! This means that buffering the move leaves you in a blocking stance so you can even do it at very close range and not worry about eating any random moves.
Main examples are against Rufus / Cammy dive kicks, Sagat’s tiger knee, Dictators scissor kicks etc. Simply buffer the motion and ready the 3 kicks… as soon as you see the move, press the buttons and if you are not quick enough you will simply block the move.
This means that you can confirm this ultra against many fast attacks without fear of taking big damage of not reacting fast enough.
Now on to the really interesting stuff…
Those who know me well, know by now that I like to kara the EX Habanero dash into Ultra/Super. Thanks to the backwards Habanero dash, the same can be applied to his new ultra with devastating affect!
This is an awesome option select that I managed to find and test and it works like a charm.
You simply buffer the two backwards quarter circle motions, and hit two punches followed very quickly by all 3 kicks. (Kara motion). If your opponent hits you (whether it be a jump in or on the floor), you will absorb the hit (as long as its not armour breaking) and instantly punish with the Ultra Spark. If the opponent doesn’t hit you, you will flash yellow and Piccadilllo jump to safety!
The last beauty of this ultra is being able to spam it during block strings, meaning if your opponent messes up, you will get your revenge on all those random ultras you took in the previous installment."
Buktooth:
"armor cancel into ultra 2 is pretty huge for fuerte. fuerte’s main problems dont really have anything to do with his offense; he generally doesn’t have much trouble getting in and getting his offense started. fuerte dies because he has some of the worst defensive options in the game
ultra 2 trades in some of the offensive power (ability to ultra against people jumping back) with some serious defensive threat; armor cancel into ultra2 should likely punish jabs, raw ultra2 is fast enough to be a serious punisher on block in situations where he only got throws (or nothing at all) before, random ultra in general gives opponent a legit reason to hesitate before attacking fuerte
what that means is we’re a lot less likely to just be attacked an entire round by opponents who have nothing to fear in reprisal. this translates to more neutral situations, which fuerte generally has an easier time of converting to momentum than his opponents do"
Dawgtanian:
" Your opponent can still rush you down regardless, it depends on how good YOUR reactions are whether they will become scared or not. If they bait you into spamming out your Ultra and simply jump, you’re gonna look like a fool, and also get badly punished for it too.
The Ultra Spark cannot be used during the peak of a jump in if they are too close. It moves forwards so quickly that you end up not connecting a lot of the time. You have to get used to timing it late.
You can also option select it via a jump in Fierce Elbow (buffer ultra spark, hit all 3 kicks when elbow would normally connect) if opponent does a backdash they get sparked, if they block ultra doesnt activate.
Ultra spark can be used to punish crouch tech option select. Link 3 close jabs and instead of a throw at the end, walk backwards and buffer ultra spark, people who option select will whiff a crouching short, hit all 3 kicks when you see this. (strict timing against most chrs)."
Kai just beatdown Puerto rican balrog in WCW2
How do you fellas like the new avatar?
Papel = paper in spanish
Huachinango = Red snapper
(note that the fish is green, oh fuerte you’re so silly!)
lol good stuff
lol Do the Japanese like huachinango?
GG today Saco. I still got trounced though. Oh well, once I finally get RSF and the block string down, I’ll be like every good fuerte:
- Can RSF
- can do the block string
- particularly unique shennanigans… mine’s likely being fooling around with Q-bomb
I bet you got mad when I did neutral jFP > clFP xx Q-bomb >_> RSF opportunity
I think we have the coolest character community, we’ve had very few spats that resulted in flaming, and it always seems to be one step away from something light-hearted. Damn we’re awesome.
Yay! I’m into it again. Not so much a passive player anymore. i managed to destroy my friend when I decided to do more random stuff, (within limits) in one round.
I might just be gassing myself up, because i changed the online setting from searching for stability to searching for same skill, and I don’t play ranked or championship often.
most of the people I faced had lilttle fuerte experience, I still input ultra too quickly resulting in random ex guacs, and still can’t RSF woo-hoo.
What would any of you say If i said I was going to purchase a Hori Stick 3? Heard about htat weird layout, and I understand why after a close up of the pic. Solution is to remap buttons in-game. But anything else bad about a 30$ product?