Cool story bro.
You’re learning the range and uses of your normals that’ll be beneficial to your playstyle.
Learn the C.MK loop because y’know that makes your footsies game worthwhile.
Cool story bro.
You’re learning the range and uses of your normals that’ll be beneficial to your playstyle.
Learn the C.MK loop because y’know that makes your footsies game worthwhile.
Good luck then, I don’t think it will hurt to try it it for a while, and you might benefit from it more than one would normally expect.
I’ve decided that Rose is a rough match-up. That drill of hers and her airgrab make it really difficult to get in on a good Rose.
Sup peeps? its been a while and im semi-deprived with training. (still no system yet til febuary anyway…BUT!) i have been able to play a bit over my friends house as much as i can…Pretty sure i wasnt mentioned much before? Shower Kick xx Super works pretty handy and its pretty easy to land the basic tip i can share is do it late…its more of a link than a xx…i surprised my friend with it a few times…PLUS its more of a reason to apply shower kick in different ways during okizeme in my gameplay.
Shower kick to super?! I gotta try that.
On Rose, I found it really hard to stop her advancing because of that drill and the darn sliding kick.
Myself, after fooling around with the normals a bit… apologies if this is all old news.
If you land far standing HK on a crouching opponent, you can link crouch MK. I think someone might have posted this before.
Far standing MK can punish a shoto’s whiffed crouch MK. Requires you to be just outside their range. Standing MP works too but you have to step in. Easier to just f+MK though.
Far standing MK moves you forward slightly. Can lead to funny tricks with target combo, but crap damage.
Second hit of target combo sometimes whiffs on shotos doing a crouch MK.
f+MK if done at almost the same time as a shoto crouch MK will lose to the crouch MK. Has to be done a few frames early in order to hop over.
Haha. I’ve taught myself to forget Fuerte even HAS a target combo. Interesting that s.mk can punish a whiffed shoto c.mk, but as you say, i think given the situation id rather use f.mk anyway.
Thanks man, appreciate your work
Regarding Rose, she is not easy at all, but it is still a 5-5 matchup if played well. I don’t have many specific tips since my experience is a bit limited, but there is one thing that I try to capitalize a lot on: Rose recovers very slowly from most of her moves, even her slide. By knowing this, you can try and bait her *** and punish. Her slide is slow so you can do FA on reaction (be careful though since the drill breaks the FA, so random FAs are risky).
Rose is a pain if she starts controlling the pace, so being aggressive works better. She can’t deal too much damage, so keep that in mind and don’t be afraid to put on the pressure. Also, I find j.cross fierce to be effective as a mix up option, it punishes her back dash, and gives some chance to follow up with a punish if she decides to escape with EX drill.
Her fireballs are good to EX Run through and RSF and slide.
Her biggest threats is her Soul Throw, her slide, and her Forward + HK
Not sooo much her soul throw good roses NEVER soul throw because its a terrible move. If you do a non safe tortilla rose can soul throw you out of it, but other than that it is a very seldom used move. I played a 20 game set against saqs, and what you have to fear from rose are her pokes on wake up which completely shut you down very similar to balrog and her backdash which is prob the best in the game.
A good rose will never throw a FB so close to the point where you can punish they will bait out the ex run back dash and sweep you. If rose has you in a pressure string dont just try and hold back to jump out cause you will eat a soul spiral just block and take the chip then run instant wall jump move I dont know what its called lol.
Picadillo Jump. yeah I found that useful to bait soul throw off of scrubs. Never really payed much attention to her dash… no one seems to use it…then again, I’ve played like… 3 Roses
Her dash is very annoying indeed, and its true that a good Rose will almost never do Soul Throw. I played a few scrubby Rose players and they are very easy, but I played one very good Rose player and it was totally different. It was intense, we had a session of 50 matches, I lost 23-27 but it was very close and heated!! I had another session later with him, I don’t remeber the number of matches but it was a draw (maybe 11-11 or something like that). As hard as Rose can be, I think fighting a good Rose is one of the most fun matchups for Fuerte
I’m convinced the best way to beat Zangief is to kill the clock, or at least, make it your TOP Priority.
Take an early lead, and take advantage of mistakes.
Far Standing HK is a monkey wrench in the Russian Juggernaut as it stuff Banishing flat. and I’ve found some success with Q-Bomb after landing some Far HKs and lots of run stops baiting a false wall jump to make them jumpy for a Headbutt is good for landing an EX Guacamole, corpse hopping, and then proceeding to run away more.
When I went for this strategy, it lead to my first win vs a Gief in quite a while, little by little you chip away… its gotta be this way. Fuerte’s in trouble real fast if he gets floored and then has to deal with gief’s plentiful 50-50s
I’ve noticed Lot’s of Ken’s seem to like following a f+MK with a crMK and vice versa as a pseudo block string/frame trap.
Playing Gief is like going on a rollercoaster.
The best part is when you have 70% life and he’s one splash/tortillia/qbomb away from dying and you go for the kill…and he backdash ultras.
9/10
Will rage again.
Playing against all giefs is pretty fun land ultra every round lol.
damn I hate characters with command throws, one well-timed block or backdash and you eat one… so naturally gief is the worst since his ultra IS a command throw T_T
Love it when gief goes for his ultra forgetting that Fuerte has one, and then the next thing you know Fuerte’s shoes are on his shoulders lol
that and the “What is this, I dont even-” look on the opponent’s face before making a half-assed feeble attempt at reaching for Fuerte before getting owned.
EDIT: I have moved this post to the Tricks Post. It’s now the Exapnding your Game/ Tricks Post
http://www.shoryuken.com/showthread.php?t=207350&p=8006702&viewfull=1#post8006702
If there’s something you feel should be added that works based off of Runs please post and I’ll add them as needed
Something I’ve just started working into my game. One of the other Fuerte users in my area is really good with his Quesadilla bomb, so that’s what I’m trying to work on currently. That guy just seems to pull it out as though it’s any other standard input move.
I’ve worked out you can time Q-bomb using jumping for those of us who don’t have the concentration to check the clock. 3 jumps for level 1, 5 jumps for level 2, 7 jumps for level 3.
I remember someone posted that before, but I’d clean forgotten until recently.
As for setups, charge any K right as you hit HP for Fajita or Tortilla, and you should have a level 2 Q-bomb ready just as the opponent is getting up from it. If you try to do it meaty though, you’ll get a level 1 instead.
If you hold K when performing throw, air throw or Guac, you get a level 1 Q-bomb charge as the opponent is rising. After that, it’s only another knockdown or a bit of baiting to get the charge to level 2. You also get a level 1 charge at the end of a full taunt if you hold HK when activating the taunt.
I’m finding with Q-bomb, you have to think about starting the charge while you’re doing other moves, not as its own thing.
Thanks. I have been putting some Q-bombs here and there myself, the move itself is useful but hindered by long startup and charge time, I can see it being as good as tortilla and ex guac if some tweaks were made to it…
taunt -> Qbomb sounds awesome, gotta try it