Jump back after blocking lk pinwheel. Qbomb beats/ trades pinwheel. Always in your favor.
Qbomb being more useful. Ahhhhhh my faith is further strengthened.
Bison: YES!!! YESSSSSS!!! Google bison yes yes. You’ll see what I mean.
Damn I’m hype and happy. Qbomb happy tiem nao
Has anyone else felt that safe tortilla doesn’t “work” as well?
I was in training mode as Ryu against El Fuerte. I recorded El Fuerte doing tortilla, forward dash x 3, safe tortilla. Then I playback so that I can see if I’m doing it correctly against a reversal shoryuken.
Not sure if I’m doing the safe tortilla improperly, but it doesn’t seem to grab Ryu. Instead it El Fuerte lands behind him untouched, shoryuken whiffs, El Fuerte recovers with plenty time for U1 or EX guacamole leg throw.
So it’s still safe, but it won’t grab anymore.
Anyone else experiencing the same?
That’s the point of the safe tortilla. To land behind them past the uppercut so you can RSF them.
yo read my post , i put what pokes do well vs Juri so far if you dnt have a Q-Bomb waitin for her … i have been posting stuff and it seems to be getting looked over may it be this luchador is whipping up the wrong dish ?
p.s her dives can be Sparked … i also hear that some are really unsafe …im going to look more into it though .
let me know what you guys think and i will do more testing and what-not
Yea it seems a lot of stuff many of us say gets looked over for some reason lol don’t worry though, since the game has just come out a lot of us will be posting tips on several matchups, and some may seem to get looked over (and other info might be repeated by several posters as a result) but eventually they will be compiled/summarized into one good master cookbook I try to always read every post so keep the tips coming amigo!
posted this in the general thread by accident, i think it more suited to this thread:
Alright i decided to test which dps are unthrowable using this method. first i tried to fajita buster the dp(timing is easier than tortilla in this game) then i tried to find a spaceing where the tortilla would do the same. what i found was that these dps and dp like moves got stuffed by tortilla:
Adon- rising jaguar, tested on lk version(diddnt test ex)
Ibuki-kazigirl, tested on lk and ex version
makoto- all versions of her up punch. you can grab during its long startup on her wake up easy. out side of that if the punch is fully out then it will beat tortila and tostada
dan- ghetto shoryuken, tested on lk version
cammy-cannon spike, tested on lk and hk version
sakura- ghetto shoryuken, works on all but the ex version
rose-soul throw, tested on lk version
Thawk- tomahawk buster, tested on all. diddnt test ex
It seems like the only person whos dp is different from the last game is ryu. still if you time your tortila right when he does a light shoryuken, it will whiff and you will be in range for a close fierce during his recovery.
Also in general is seem the timing for safe tortilla is different form vanilla 4. to grab adon’s dp i started tortila around 3 characters spaces away. roughly the distence you are left after landing a fajita buster to be more precise. i desperetly need sleep (too much ssf4) otherwise i would try to find the exact timeing for the new safe tortilla. it may change per character, i dunno. ne way i hope any of this is useful to you guys.
Good stuff to know! If t.hawk starts condor spiring, do aq tostada press on wake up and hold back to nail him
Also, st.MP swatted honda soon after his headbutt. Not sure which strength was used since it happened fairly quickly
Sorry man, my bad. I went back and checked your posts.
You say you can guac and slide her out of pinwheel. When you tried this were you doing it on block or anticipating the pinwheels?
Also Im not worried about her dive kicks. I’ve already sparked a few. I just have to train myself to inch forward towards a fullscreen Juri because dive comes out so fast I have to be ready to block at any time…
its cool man , you have to anticipate it sort of … if your about 2 character spaces away you can lk or EX guac her lk pinwheel … slide isn’t a consistent way imo … i feel once you get her knocked down , your best option is to shower kick - because it goes through wake up pinwheels , plus you can set up for RSF , run -> slide ect … you get my drift , right ? im gonna test and post later on tonight
paper where is this post of yourz? link plz. i checked out the elf page and didnt see it. oo and its happened quite a few times to where i do a cr rh on a kens wake up and it will trade with his dp. not sure which strength tho. havnt tested it
Dudley ex machine gun blow can be sparked on block.
Showerkick teleports past full screen mgb if you throw it early
ryu super trades with tostada
ryu ultra 2 has deceptive range. I whiffed tostada on purpose to bait( fuerte hit the floor and was rolling away) and ate it anyway.
Ken crmk auto corrected and beat my tortilla… This made me flip.
It’s really annoying consistently landing crossup fierce.
just found this out the hard way. Up close, fuerte’s ultra 2 does not beat out abel’s ultra 2. Abel’s ultra went first, I predicted it so I tried to beat it out with mine and he got me. I hope this will prevent the same travesty for someone else
I had a feeling this would happen. Abel ultra 2 is real good. Almost too good.
More info:
crHP doesn’t seem to lose to Ken jHK anymore but will still ‘trade’ with guac.
Light guacamole still beats his hurricane kick. But I would stick to ex guac or crHP for the air version.
Also as a reminder the air version of hurricane kick IS NOT AN ARMOR BREAKER. For all shotos.
Also a big surprise.
Quesadilla bomb beats condor dive. WTF was my first thought. I believe we must do it when they are not directly over us. Then it will beat it. This is really useful when playing keepaway as it will blast him across the screen it’s also the best time to use it. If they are half or more screen away from you it’s good to use since Thawk users seem to like doing this to close in on us or intentionally whiff to set up the 360 grab.
Yeah. Thawk was showcased and introuduced in ssf4 by beating El Fuerte. It’s ironic that in all actuality… He’s (also) Fuerte’s bitch.
Fuck yeah Q-Bomb! Get Hype!
One T Hawk gave me trouble last night from those condor dives. I’m sure a little more replays and I can get use to them. I just know that I can’t wake up game him as well unless I cross up my tostada presses. He’s basically a Zangief that can move a bit better and has some aerial coverage, which is probably why it annoys me.
I’ve been trying out T Hawk. Condor Dive is pretty unsafe on block, so just block it and punish. Also, once you get used to the trajectory of it, you can see when it’s going to whiff, so you can neutral jump and land on him with a HP if he tries that. If you want to be fancy, Condor dive has a slight startup, and it’s hitbox is low, so if you jump forward and get above T Hawk, your jump HP will beat him out.
tostada trades with his dp. I believe guac beats it. Ex does for sure.
Condor dive gets beat by qbomb, guac and ex guac. Is punishable by ultra spark on block.
qbomb beats condor spire.
His 360 hurts. But as long as you pay attention and intelligently keep away he won’t be landing it very often.
i haven’t been keeping up with the forums in a good while, so what i’m about to post has probably been mentioned already. anyway, my thoughts on the current state of fuerte:
buff: ultra2 is really, really, really good. definitely one of the best ultras in the game
- punishes anything -3 or more from really far
- works as deep anti air, so deep they cant do things like air ex hurricane. also way easier to pull out on reaction than u1
- works as anti neutral jump, as long as you get into a reasonable range
- awesome to use defensively as a random ultra; people at least have something to worry about when attacking fuerte now
- armor cancel ex backrun to ultra2 is retarded good, but kinda impractical to pull out except in reversal situations when they do meaty attacks
- you can still setup safe tortilla, then anti-air ultra their attempts to jump away
- helps out a ton in most of fuerte’s problem matchups (rufus, cammy, balrog). you still want to use u1 vs akuma though
however, it’s pretty gross that ultra aside, fuerte got significantly nerfed
-
his most important move, the tortilla grab does 132 damage instead of 150. this isn’t a huge deal, but the damage difference is definitely noticeable. especially when the old 150 damage would’ve killed
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close fierces have more pushback. i have no hard proof of this, but i will say it’s significantly harder for me to do more than 4 fierces in one combo now. so much so that i rarely do more than 3 fierces in combos in ssf4 . i used to average 5 against normal stun characters, which put them one hit away from dizzy
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close fierces do less stun. this is a huge deal. 4-5 fierces into slide, which most serious fuerte players could do by now, used to do 820-920 stun. this left a lot of characters one mixup away from dizzy, which would typically win the round
now, 4 fierces (which is substantially harder to do) does 645 stun. that’s not even enough to dizzy seth with a splash afterwards
what this means is that those hilarious rounds where you got a big opening, landed RSF to slide, then landed one easy mixup to dizzy and win the round are all but gone. to take most characters into the “danger zone” you have to get 7 fierces before sliding (810 stun), which is really difficult right now
on the plus side i guess that means you can theoretically get a lot more guaranteed damage on low-stun characters before it becomes prudent to reset them. i don’t have the execution skills to make 7 fierces a common thing in ssf4 though
in the end, fuerte’s u2 makes him way more of a balanced character. he goes from having basically no defense and punishment options to having one pretty good option (when he has ultra). would i trade that for a big nerf to RSF? hesitantly, yes
other assorted changes:
- guacs all have 20 more damage across the board. nice i guess, but really doesn’t mean a whole lot
- ex guac invul reduced from 17 to 14. 14 is still more than enough in most situations, but there’s probably an odd situation or two that you can’t escape using ex guac anymore. maybe meaty blanka u1?
- target combo (far s.mk x2) is an actual combo now. pointless
- far s.mp used to be +2/+5 on block/hit, now is +1/+6. really random change, doesn’t seem to change much of anything at all
Never thought i’d be helping you out Buk, given that you are a substantially better player than i am, but here goes.
RSF i have found overall to be easier. The timing for it however, is NOT the same as vanilla. You need to adjust the speed and do the reps slightly faster. You’ll actually find its a lot more forgiving. I think this is why i have found it easier, because i was always a touch fast in vanilla, and i averaged about 4 hits. You still need to hit that 2nd rep at the last possible moment, but overall, i dont think its harder, just different. I personally had a record of 11 in training mode in vanilla, and 8 in an actual match. (which happened ONCE) Since super dropped, ive managed 10 in an actual match, and 15 in training mode (with a LOT more 10+ attempts in training mode than i got before) Im still dropping it a bit, because i slip back to vanilla timing, but when i do land it successfully it is a lot more impressive than my vanilla attempts, despite being less consistent.
Jump in to training mode for 30 minutes - an hour, and you’ll probably have it down again. I genuinely think we will see more 6+ reps than we did before as super gets older. But ultimately, at least for the moment, while we’re all still used to vanilla RSF’s, the point about the hilarious RSF -> slide -> mixup -> stun -> win game, still remains true unfortunately.
The thing i didnt notice was the advantage differences on s.mp. There has been a lot of talk that priority and range have been increased slightly, which would potentially explain some of the reasoning behind the changes, although one frame either side doesnt really change anything as you say.
But yea bro, i hope that helps. VIVA MEHICO