Or jump-back roundhouse so we can hit you with Guacamole. That’s always fun.
i hate it, man. this fuerte guy. it’s like, i’ been playin’ him for a year now, and it’s depressing to think of al lthe time that I’ve spent on this character and how much he loses to certain characters. i’m not talking about losing lariat happy giefscrubs, or blanka ballin’ scrubs, or any a that noob stuff. i’m talking about the higher end guys that make me realize the true limitations of this character. i’m just thinkin’ yeah. YEAH. they gave him an infinite, but what of it? it all falls apart if there’s a little lag, and then what’s left? the wakeup game? it sucks being reduced to it, that 9 months ago stuff. anyway, i want konami or wahtever to make this character better. make it so he can build up to the infinite from faster attacks, or make his jab quicker or somethin’. i dunno, i’m not a game designer, but just something to make the characters limitations not so much in higher end play. i mean ,it’s bad enough he’s so goofy looking and the endless hatemail is flowing. it all makes looking back at this year so depressing, knowing that i’ve invested so much into into this limited character.
Too bad Shoto roundhouse, and Sakura’s and some others, beat Guac clean.
I dont understand why people complain of Tostada and Fajita looking the same. It’d be even harder for Fuerte to get anything done.
Its pretty simple… I need to see some sort of serious improvement on the character come SSF4. Otherwise, he’ll be the game’s joke character… if he’s not considered that already by the upper echelon of players.
Not always… but a good percentage of the time, this is true. I’ve almost stopped using non-EX Guac for anything but hoppin’ full screen fireballs when trying to run down the clock. But I EX jump-normal spammers all day. Anything to keep them on their backs.
And people that complain about Fuerte don’t understand his design. Or they do and they just don’t know how to guess correctly. Simple as that.
Capcom figured the RSF would be enough to keep Fuerte hot in competitive play. No one’s played much of him in the tests, as far as I’ve heard. We probably won’t know anything about his tweaks until April 27th.
The problem I see is that beginners complain a LOT about Fuerte, thinking he is almost invincible. If Capcom listens to those as opposed to the ones who actually know the game, then I am afraid Fuerte might actually be nerfed, that would be a huge tragedy…
He has limitations, so If you want to take Fuerte to high-level play, you NEED to think outside the box, and be very creative with his mixups. A few Japanese players managed to do that, so that means he can be played at high level but the player needs to put in a HUGE, almost unwarranted effort to get there. What Capcom needs to do is improve him enough so that he can have a more balanced risk/reward aspect to make him more competitive.
I think youll find capcom have a little more sense than that. The general consensus is that fuerte is being stomped on by the rest of the tier list. Plus capcom have said theyve kept the nerfs to a minimum anyway. Worst case scenario he will be the same. And realistically, i doubt very much he will walk into SSF4 without a few improvements.
We’ll see… I just want to see what’s being done to improve him as well as what was so amazing about him pre sf4 that warranted weakening him so much.
scrubs will be scrubs. mindless ones do flowchart dps anyway… so fuck what they think. Enjoy your visit to Splash Mountain.
thanks man its good to actually see it
Here’s a prediction, let’s see how right I am a year from now. Unless something about one of these 2 characters changes significantly, Makoto is going to be one of El Fuerte’s 3 worst matchups. If she plays like 3rd strike makoto at all, she will be as bad as rufus. The instant air axe kick on defense particularly has me worried.
The pessimist in me sees it already…
Vert fist for Tostada/Fajita… back dash to judo chop… choking grab to CHESTO vs back run attempts. CHESTO vs run (please don’t be armor breaker) that knockdown in air kick might be too good to totally beat Guacamole…
EDIT: EX Run… they do anything with this easy reversal shit and CHESTO will break armor.
fucking ugh.
The bolded part in your post threw me off for a second, till I realized my mistake. As soon as you mentioned Guacamole, I instantly thought of EX guac, and thought that EX guac is almost invincible in air and can’t be beaten that easily. Then I realized you were talking about normal guac, and it made sense. But now I also realized that I almost never use normal guac anymore for attack (only use it for escape or building meter with lk guac), because of that annoying “trade” that completely defies logic. Capcom, FIX this…
shit was BAIT, son! Flying Giga Buster! >:O
that’s awesome!
I like that line for some reason. Everytime I’ve baited someone big time into an Ultra I can’t help but yell that. Real satisfying to land it ya know?
It’s funny, but I was thinking… what other combos would we be able to implement. RSF is the big one we all aim for, but its only so situational… Perhaps Cl HK should be sped up.
I find myself using f.mk -> c.lk -> c.lk -> c.mk -> run, stop -> c.mk -> ??? quite a lot. Occasionally i go into his super, but only if its the end of the match, and the opponent is low on health.
Its a shame he doesnt have any knockdowns that link off of his c.mk. I cant help feeling that comboing into mk seems a little, unfinished. I like his options off of the mk, but none of it is a guaranteed end to the combo. I would love to see q-bomb (or SOMETHING. anything really.) comboable off of a c.mk. Hes got plenty of links into a decent cancellable normal in his c.mk, but nothing to finish the combo with.
Of course, this has complications in itself. lets look at q-bomb, since it makes the most sense for this move to be made into something useful. And it even LOOKS like you should be able to throw it into combos like this. Assuming q-bomb retains its charge k input (which, lets be honest guys, much as we hate it, it probably will) your options arent that great. Pre charging a hk means you need to have decided in advance exactly what youre going for. Works for half of us, but the players that play on instinct are going to have to start thinking differently, and if youre not comfortable, youre at a disadvantage. Charging lk after the second one connects means you inevitably end up with your hands in a fucked up knot of a position, which compromises you further.
I would love to see q-bomb given a directional command (qcb+k maybe?), and a quicker startup so that it could be comboed effectively off of c.mk. Realistically, though, i doubt it will happen. Im not that big a fan of q-bomb being given a directional charge input, but for the purposes of comboing it off of a f.mk , c.lkx2 , c.mk then it might be workable. Problem being you dont get to add hits via RSLowForward, but that isnt really THAT big a deal.
Its not a necessary change to him, but it would be nice for sure.
It’s there for the comboing, but there’s nothing there to combo to… except for itself and super. Kinda retarded
I suppose with a general upgrade to his tools it might make Super more viable to use…
I don’t mind speculation etc for other characters. But for Fuerte, I just want to know what he’s gettin’ already.
Like aks said earlier, Makoto’s scaring me, and so is Ibuki.
I was in the Juri thread and they were discussing about setting up training lobbies. We should do that too.
A couple things I just thought of.
Give crouching fierce a better hitbox. I swear, when using it as an anti-air, the opponents angle of jump in has to be juuuuust right or it will either wiff or get beat.
I suspect this is another hitbox issue but I’ve been thrown out of crouching roundhouse even when fuertes legs intersect with the opponents. Fix that, I want to be able to use it as a meaty.
1-2 frame faster normals would be awesome if nothing else changed.
Funny how everytime I slide everyone else’s slide moves beat mine.