El Fuerte Matchups and Strategies v.2 ***Updated 02APR10***

I think Dawgtanian did a nice run stop bait to ultra 2 in one of his tourney matches against an Ibuki player when Ibuki tried to do a command dash on wake-up.

You can throw or ultra Ibuki from her command dash, but it IS annoying as it limits your options to some extent, especially if you don’t have ultra.

I honestly think that if Qbomb gets a better startup time, and takes a bit less time to charge, it would be a killer move that would really make Fuerte a lot more dangerous. It stuffs a lot of moves that other characters use to approach you, breaks armor, has a very good range with level 3, pushes to corner, deals decent damage and stun, and kills back/front dashes . I have been using it a bit more recently, and it really helped throwing some opponents off and made them more defensive trying to block it. I used it on a Rufus player that tried to approach me with divekicks, and it kept pushing him back (it mostly beat the divekick cleanly, with a few trades that are always to Fuerte’s advantage).

Dropkick doesn’t seem as effective as vanilla. I used to keep Rufus away with it as he tries to get to me with divekicks, but it whiffed a lot more than I remember it doing before, usually putting me in a very bad position as a result (thats why I resorted to Qbombs which proved to be more effective). Also, Second hit still works as overhead, but seems to not connect in many instances where it worked before, and doesn’t come out fast enough to break an FA (just whiffs and so does the FA as you duck under it). I need someone to confirm this, but I don’t recall having such issues that often with dropkick before Super.

Dropkick seems stricter to use. It comes out differently. Timing the overhead on wake up is annoying. It was far easier in 4. But if qbomb has really gotten that good then that’s great. Since we can negative edge out a guac we’re good to go. If it’s beating Rufus’ divekick perhaps the matchup won’t be as awful.

I’ve noticed that dropkick got nerfed as well. Also explains why I haven’t been to land as much as a like. Although, I need to check my replays because I could’ve sworn I double hit a Dudley online earlier today. Anyway, looks like I’ll be adding QBomb into my game. Now to find out where to implement it.

I’ll try to get to the rest of the Ultras at point blank sometime later today. I did hear from one guy as Smashboards though that it stops both of Cody’s and Balrog’s Ultras but I’ll verify that.

dropkick still breaks FA if both hits connect, and it still works but just not as well as before, second hit seems to whiff a lot more than it should. The whole point of dropkick is to keep your opponents away, so when it whiffs in close range you usually end up in a very bad position, it was a lot safer to do in SF4. Really pissed about this nerf T_T

I just watched the replay of me double hitting Dudley. Apparently, Dudley tried to do his uppahcut and the first hit got him and landed him on the ground standing and the second hit then got him. So it doesn’t seem like it didn’t get a buff unless this couldn’t happen before.

Q-bomb incorporation? I gotcha:

it depends on your situation.

From long distance / turtling I like to hold lk. Youre not gonna be teching throws at that distance. And you’ll still have access to important kick normals, shower kick, crmk, slide, dropkick. I hold it with my thumb on my arcade stick. Easier to FA too.

If it’s medium to close range I hold hk. I still have my mk normals, can tech, and negative edge hk guac. I hold with my pinky.

If I need to Tech/throw I use index + thumb. For FA it’s uncomfortable so I use my left hand to do so, and give up my qbomb to backdash out of FA with my right hand. His back dash is short and all but it’s great recovery allows me to spam it if I have to and switch hands back.

While whiffing normals for footsies I piano into the kick I want to hold.

Certain normals can still punish you of blocked qbomb. But right now it seems slightly safer then vanilla, that doesn’t mean to throw it out there like an idiot though. But I think it’s worth FA’ing as it sets up block string. Also is it me or is this sucker unthrowable once it finally starts up?

Also heads up. Makoto’s F+Hk fient (hold hk) corpsehops so don’t be surprised by it. F+Hk hits low and is a sweep.

Her dash punch (hayate) looks like qbomb breakfast. But I’d still rather not use it cuz I’d rather not eat that f+hp hp hp combo. Shit hurts and piles on the stun.

Using it versus Cody is also a bad idea.

I’m gonna test if meaty qbomb beats / trades with what dps. If only for the stun qbomb can do on counter hit

Thanks, but you do know that can just do down on the stick and you’ll tech, right?

pRessing down doesn’t tech throws. I shoulda been more specific.

So far out of the new cast Cody and Deejay seem to give me the most trouble. Cody is hard to approach because his ruffian kick comes fast and takes away a lot of your options, and its just really hard to get an FA on him since both ruffian kick and Zonk knuckle come out fast and break armor. EX run is not very good since it can be broken by ruffian kicks, and even criminal uppers do multiple hits and your only option is to picadelllo jump away after an ex run. Once you score a knockdown on him you should never let him out of the mixups because if he gets away, then you have to get to him again which is a major pain. Deejay seems to always get out of the wakeup game no matter what I do, he seems to have decent escape options but I still don’t understand him well so he might not be that much of a problem.

reversal fierce dp from Dan beats meaty slide

lol Dan

I might be learning how to play Dee Jay soon so maybe you and I can brushup on this matchup. As for the Cody one, yes, it’s hell. I was one win away from getting the Tenpeat achievement and I fight a Cody. That might be one we have to counterpick with. I suggest Ibuki. If you can get into her Kunai okizeme/vortex, it’s a doable win.

Makoto ex judo chop has invincibility. Careful with that slide.
Makoto meaty focus is fish food for super.
Makoto crlp was beating my meaty slide. Made no kinda sense.
I did f+mk extremely late when makoto did wake up ultra one I teleported past her. Gonna check replay to see if it was teleport or legit corpsehop.
Makoto ultra 2 continues even after block. Wait for her upfist before you punish.
Makoto right now except maybe ex hayate has nothing versus shower kick on her wake up.

Vega ex off the wall psycho crusher claw thing and ex guac go through each other

izuna drop beat my airthrow. Likely since I jumped too late.

Crossup fierce trades with flashkick.

I ultra sparked Ken after He hit me with crmk. I’m going to assumme he simply didn’t react fast enough. Will look over replay.

Ryu ultra two really shuts down our run game. Gotta bait it. But I noticed that most Ryus who use it tend to be very defensive / turtles. Get the life lead and turtle back. But don’t be reckless. Knock’em down, back off. Go back to getting meter.

Jump and bait Bison ultra two. Air Grab that shit or else. There is like no invincibility on it.

@KumaOso: Cool, hopefully we can figure out DeeJay soon. regarding Cody, he is really hard, but its 6-4 hard imo, not worse than Rufus who I think is still the toughest (along with really good Akumas). Once you score a knockdown on Cody then you have a good advantage since his escape options are not great, and having Ultra Spark helps in making him use less of ruffian kicks as they are punishable. Its just that I have been playing with a Cody player that is still beyond me in terms of skill level, his reaction is just too good, so it makes Cody look that much worse lol. I don’t think I will be counterpicking since my mentality is kinda japanese on how I like to stick to my main all the time. But I choose other characters when I am playing casually of course, and I have been trying to learn Makoto as a secondary, but I am getting destroyed by almost everyone, she is going to be very hard to be good with, her defensive options are even worse than Fuerte O_o

Can anyone provide any tips on how best to approach Cody and get close to him?

I will be revising my list of Ultra spark reversals sometime this coming week and put it in a thread, along with KumaOso’s list of point blank range reversals. Any input on what ultras/normals/specials can be reversed with the spark would be great, I will keep editing the thread as we figure more details out and fix errors.

Cody and Deejay are annoying matchups, which akashwan stated clearly above. However, as usual, get him into the wake up mixups, and he won’t be moving for a while. Deejay is actually an easy match. He’s fast, but a lot of his moves lack priority. I was able to j. HP and st. HP his rising kick, knocking him out of it with no trade. And I jabbed a non-ex dash kick of his. A lot of Djs like to slide, so focus when he’s within range, and punish that. But he can jump fast enough as a reaction if you block his slide and go for ultra.

Fighting Guy is fun, to say the least. I knew he was going to be running all around as our rival in this game. However, his run is limited. He can only move forward, while we can move back, in addition to greater speed. But his slide is larger than ours, so he can slide from a safe distance and hit us. Basically, his run-air throw move has large priority, so don’t use it unless you ex Guac it. I’m not sure if it works, but last time I tried, it traded?

Yes Guy seems like an even match so far, and a fun one. guac/ex guac seem to limit his air pressure game, just make sure to not try and airthrow him too much since his airthrow has more priority and deals lots of damage. Guy becomes dangerous when he is close, since most of his damage comes from the combos. Fuerte has decent tools to keep him away, dropkicks are really great to have in this matchup as they beat or safely whiff against all of his run options (careful of Hozanto as it beats dropkick I think), and Guy has slow recovery from a lot of his moves, even his run stop, so make sure to bait a lot and punish. This matchup is an interesting mix of turtling and rushdown, make sure you pressure him well, the one who applies the most will likely win the match.

So far all the Hakan players I fought didn’t know him very well, and as a result I managed to win. I remember Dawgtanian warning us from this matchup before the game got released, anyone see what potential problems we might run into against him? A lot of his moves seem very punishable, and his command grab is not as scary as other grapplers since its slow. I can see Fuerte being able to run away and turtle if needed without too much trouble, but I could be very wrong. Hakan’s U2 is annoying, but its not something that breaks the matchup as I feared initially.

Cody? Get the life lead. Turtle and pack qbomb. If he spans dashes. Qbomb his ass. If he jumps, neg-edge guac. Rocks punishable from full screen wall jump jfp. Watch for fakes or you’ll eat criminal upper.

Walk don’t run. Running at cody is almost as bad as running at blanka

All this stuff is why I love playing El Fuerte. He requires patience, mindgames, and a willingness to use freestyle in matches, no one strategy applies for all characters.

Online lag makes it nearly impossible for me to block Ibuki’s command sliding grab on reaction. Always lose to some scrubs spamming that crap.

Don’t take online too seriously. Mind your distance. Downback baby. You can stuff her overhead on reaction easy.