Of course they knew about the RSF… its his level 5 hard trial in challenge mode…
i think Dawgtanian is correct. IIRC, i think the controversy was due to many people incorrectly assuming that the RSF was an infinite loop when they saw it for the first time.
He is right. Fuerte’s final hard trial is a 3 hit rsf. As for you punk I agree completely that he needs another combo or two for good damage outside of rsf or at least a noticable damage buff to his grab specials off the run (especially Fajita). My only irritance is fools who don’t play fuerte and cry CHEAP because of Fuerte’s loop
These two are musts… El Fuerte needs to be able to not only put the pressure on with his quickness, but have some defense against players who are putting the heat on him…
Its always risky against a good gief, but you are right, Tetsu knows how to handle him better now. In that video, he was very careless and tried to be too aggressive, which doesn’t work well against gief. Here is his video in GodsGarden against Itabashi, a much better performance by Tetsu:
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RSF can help, but it is not key in this matchup. I think turtling and running away with a few surprise hits is the way to go for this specific matchup.
I personally think that a splash has too much of a recovery time, it needs to be reduced a bit. It already is prone to FA, and it can miss a lot because of some weird issues with hitboxes, this makes the move way too risky even though it is the most basic move that Fuerte has, this long recovery really limits it a lot.
what I meant for is anthing beyond 3 hits…I sould have clarified that…
but like its been said you do not need RSF to win, point blank…
you can F and then RSS or RSFB…its way to risky to pull off in a pressured situation
unless its guranteed that you can 6 or 8 hit it don’t…
ive seen RSF 6 hits stun focus RSF 4 hits and then mess up of the fifth hit = counter ultra gief ftl…
Someone mentioned changing ‘f kick’ I assume you mean f+ mk or his fierce kick.
No.
F+ mk is our lovely corpse hop that steals charge, and it hits overhead and leads to block string.
As for fierce kick. Up close it leads to guac, ex guac and super. So no.
From far it hits twice vs focus attacks of the majority of the cast. It also skips sonic boom, Beats blanka ball, and psycho crusher. It can also lead to super in oddball situations.
Crouching it’s a slide. Slides are fun.
Normal that needs changing is:
far fierce punch (maybe)
standing lk
far mk (as halcyon put it, it looks like a retard kicking over a trash can)
close mk.
Most of his air normals
speed up crmp and crlp
Doing that takes away the need for RSF altogether. Another option would be to give him a high-damage command grab- maybe something like Sodom’s powerbomb that would do oichio-level damage ,and a target close fierce, close RH, gaucamole.
Then you can buff his other options all around, and it becomes one giant guessing game in Fuerte’s favor. WHich is how I think he should be.
This is my point- SF4 Fuerte did need RSF- I agree with you there. SSF4 Fuerte shouldn’t need it if they make his tools work properly.
Here’s one thing eveyone can agree on: target combo is garbage and should be changed or removed all together.
I played Fuerte last night after a long period of not playing him (or SF4, been playing BlazBlue) I kept wanting to use 236K and 214K as another run move for some reason. This got me thinking it could be a cool idea. Maybe it would be slower and you could mix it up with P version for fast and slow, bait shoryu/move and punish. Or maybe it would have a move (or full set different from P) specific to the 236K run. (or both) Just some ideas. Thoughts?
No, Fuerte already has a back dash that is better ten his normal back dash and a move that stops him on his tracks immediately with no recovery, he doesn’t need a speed modifier. all that would do is give the opponent more time to think and react.
qcf K would be better suited as an input for q-bomb
i’d say qcb K, stay away from GUAC/Super/Ultra
QCF+K is fine. only scrubs or sloppy players will have this above problem.
Or just shorten the charge time on the K button.
how about hcf+k for the bomb
hcb+k should be the motion for a command grab if he gets one. I think is Fuerte does get one, it should have properties similar to Sodom’s command grab. This would also give him a good non-RSF punishment tool, and anti-footsie tool.
If you command run forward and train your opponent to SRK and then you slow command run forward it could throw your opponent off. One of his attacks from slow command run could be a command throw too. It’s just something I was trying to do since playing SF4 from other games, maybe Fuerte would get it if anyone ever hacked 3S to put those sprites in there :lol:
I’m all for guy having a command throw outside of guac/run. As for 236/214K being q-bomb, to be honest it’s a move I haven’t been using lately outside of j.HP > s.HP > q-bomb (which is pretty and going under akuma air fireballs. Maybe making it a quarter circle motion could make it easier to punish dash straight/moves like that. I’d also be cool with getting rid of it and making tostada press/something else have armor break.
why not QCB?
I say give him some of El Stingrey’s moves from Slam Masters, specifically that Jalepeno Psycho Crusher and the Super Throw maybe as an ultra where he goes up and hits a falling psycho crusher sort of like Gamma Crush.
Heck I think a couple of guys from Slammasters would work well in SFIV
It doesn’t matter for me if Qbomb is QCF or QCB, just change it from a charge input move please. While minimizing its charge time would be helpful, it still won’t solve the major problem of this kind of input, which is giving up on other more useful options by commiting to the charge, this really limits the potential of Qbomb.
I am all for a few new moves for Fuerte, as long as they add value to his existing game play style and don’t conflict with it.
I am against anything related to reducing the speed of any of his moves, even if it was for baiting purposes. Speed is what Fuerte has to really put pressure on the opponent and confuse them, otherwise they would feel less stressed about the mixup and would make less mistakes. Fuerte needs to keep his speed as it is to cause the opponent to make more mistakes as they panic, because thats when Fuerte really shines.
I would like to see his tostada press, spinning gut buster changed.
Either
1: After they hit the ground, he bounces back in air state instead of rolls out so he cannot be punished so hard (720 hard).
2: Be FADC’able so fuerte can continues pressure for meter.
After playing around last night I came to the conclusion that Fuerte needs a gtfo-me move. Sure when you are under pressure EX guac or run will do, but they are escapes and you need meter. A command grab might work for this purpose.