Can a meaty slide be focused?
Seems like Ryu and Ken scrubs are still all over, most of them still picking U1 without even bothering to try out anything new in Super. Destroying them with Fuerte can never get old though lool
according to the dhalsim forums there is a torrent that showcases all the hit boxes for the characters in ssf4. here the link to the thread: http://shoryuken.com/showthread.php?t=234787
Can anyone get some screen caps for all of fuerte moves? that kinda info can only mean good things for our luchador
downloading it now
thank you good sir
air throwing backdashes still works fine, and it’s just as hilarious. Don’t know if any of the new cast has a backdash without air frames, but I’ve at least tossed Adon out of his. The timing I generally use is after a forward throw I just whiff standing lk, then jump towards and late air throw
let me know if i missed something you want – honestly, i’d suggest downloading the video files though, since the hitboxes aren’t necessarily static. I capped most on the first active frame but I don’t know how trustworthy VLC is.
http://upload.dfyb.net/uploaded/elfHitboxes.zip
understanding hitboxes
[details=Spoiler]TAKEN FROM TXT FILE INCLUDED:
Solid Yellow boxes:
This represents the physical space that the character is occupying. These do not represent hittable boxes. It is there
so the characters, when both are pressing forward, they cannot pass through eachother. Moves that can pass through
the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents
yellow area.
Solid Yellow long horizontal boxes:
I am not sure what this info represents. But in a lot of moves, it appears on frame 1 of the move’s startup.
Solid Red boxes:
This represents the attack’s active hitbox. If this box collides with the opponent’s vulnerable box(explained
further down), it will register a hit. The data that is shown inside the red hitbox, is not important, they are
values representing range/height/etc… basically, important info for the development team only
Solid Green Boxes:
This is considered a Projectile Active hitbox. Same rules apply as the red hitbox when it comes to registering a hit.
Solid Blue hitbox:
This is a throw’s active hitbox. If this throw collides with a throw vulnerable box(explained further down) on the
opponent, a throw will be triggered.
Green lined boxes:
This represents the character’s vulnerable hitbox. If any attack’s solid red hitbox or projectile’s solid green hitbox
collides with the green lined box, a hit will be registered.
Blue lined boxes:
This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue
Lined box, a throw will be triggered
Red lined boxes:
This represents the character’s vulnerable hitbox, just like the green lined boxes, but it is invincible to projectile
attacks(solid green hitboxes).[/details]
thanks dfyb!
dfyb thank you so much. Does the hitbox on tortilla remain mostly the same during the whole animation? Cuz from the looks of it the grab range aint too bad.
Either way thanks again : )
Thanks a lot man, that should help in landing it more consistently. Is there a way to compare it to tortilla in vanilla to see how it changed, as I am sure many of us has noticed it whiffing more now?
Perhaps now that’ll help me with screwing around more with Q-Bomb and far mk / target combo
dfyb thank you sooo much .
I have a question regarding guacamole. Do the different (non EX) strengths catch the enemy at different heights? Like, do you use the LK version to catch people lower in their jump an the HK version to catch them at their apex? I swear I’ve had an opponent jumping all over me nearby and HK guac missed but LK guac caught them.
Or maybe they go at different angles and I haven’t noticed.
I’m pretty new at ELF.
@Darlos9D: Yes you are right, lk guac is good to catch people late in their jump since hk guac will go over them and whiff in this case. What I am not sure about is mk guac, I have never used it and it doesn’t seem useful at all, as lk and hk guac seem to cover the whole space where you can catch them.
Hey alright, I figured something out. Go me!
Every time I finish somebody off with far mk I imagine Fuerte in 300 kicking the guy into the endless pit
Hahaha, I ended a match with far MK on the new Seth stage… I was definitely thinking the same thing, especially with the huge explosion =)
Since I have the RSf now, there are two more things I need to improve to up my El Fuerte game: Q Bomb and Target Combo. MK has a lot of priority for a simply kick, and the Q Bomb is our great focus smasher. I just wish it didn’t take so long to charge or it simply had a simpler command other than holding down a button. Using a pad makes it a bit harder to use El Fuerte’s run commands without limiting it.
Also, do you guys believe in character specialists? I don’t mean someone who mains just one character, but instead mains a strategy for that character. Last night on Endless Battles, this one guy who knew a variety of characters was hardly using El Fuerte strategically. Instead, he used El Fuerte’s mix up game on wake as an abuse and was actually sweeping the room. He never used him against me, but I assume that meant he was either trying to say he’s better than me or was simply feeling like playing el Fuerte after I was using him.
Point is, El Fuerte can and cannot get away with simply running around and using his random moves. I use that tactic when I feel that the opponent just doesn’t know how to fight me, but even then, I’m careful not to fall into any traps, using fakes and whatnot to throw my opponents off even more. Have you guys ever thought about this? Remember the early days when El Fuerte could get away with splashes and random slides due to no one knowing how to counter them?
I don’t think that train o thought works. I love running away and clock killing but that doesn’t work against every player.
Also. I’ve played guys that can combo and trap. But I trick them ONCE and it’s splash mountain the rest of the day